浼樺寲

This commit is contained in:
陈思海 2025-02-28 16:11:11 +08:00
parent 0941d5584d
commit c9bc460ad7
7 changed files with 200 additions and 7 deletions

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@ -4,8 +4,9 @@
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@ -3,6 +3,7 @@ using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using System; using System;
using UnityEngine.UI; using UnityEngine.UI;
using AudioType = AlicizaX.Audio.Runtime.AudioType;
namespace AlicizaX.UI.Extension namespace AlicizaX.UI.Extension
{ {
@ -20,7 +21,7 @@ namespace AlicizaX.UI.Extension
public class ButtonSoundCell public class ButtonSoundCell
{ {
public ButtonSoundType ButtonSoundType = ButtonSoundType.Click; public ButtonSoundType ButtonSoundType = ButtonSoundType.Click;
public int ButtonUISoundName = 10007; public string ButtonUISoundName = "";
} }
public delegate void ButtonBeginDragCallback(PointerEventData eventData); public delegate void ButtonBeginDragCallback(PointerEventData eventData);
@ -31,7 +32,6 @@ namespace AlicizaX.UI.Extension
public class UIButtonSuper : Button, IBeginDragHandler, IDragHandler, IEndDragHandler public class UIButtonSuper : Button, IBeginDragHandler, IDragHandler, IEndDragHandler
{ {
public List<ButtonSoundCell> m_ButtonUISounds = new List<ButtonSoundCell>(); public List<ButtonSoundCell> m_ButtonUISounds = new List<ButtonSoundCell>();
[Tooltip("是否可以点击")] public bool m_CanClick = true; [Tooltip("是否可以点击")] public bool m_CanClick = true;
@ -169,7 +169,8 @@ namespace AlicizaX.UI.Extension
{ {
return; return;
} }
// AlicizaFramework.SystemModule.Audio.Play(buttonSound.ButtonUISoundName);
GameApp.Audio.Play(AudioType.UISound, buttonSound.ButtonUISoundName, false, GameApp.Audio.UISoundVolume, true);
} }
public override void OnPointerEnter(PointerEventData eventData) public override void OnPointerEnter(PointerEventData eventData)
@ -237,6 +238,3 @@ namespace AlicizaX.UI.Extension
} }
} }
} }

8
Runtime/UI3DWidget.meta Normal file
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@ -0,0 +1,8 @@
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@ -0,0 +1,55 @@
// using UnityEngine;
// using UnityEngine.EventSystems;
//
// namespace AlicizaX.UI.Extension
// {
// public class UI3DDisplayTouch : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
// {
// private GameObject m_dragObject;
// private bool m_CanDrag = true;
// private float m_DragSpeed = 20.0f;
// private float m_DragRotation;
// private Vector3 m_ShowRotation = Vector3.zero;
// private Transform view;
//
// public void SetObject(GameObject obj)
// {
// m_dragObject = obj;
// m_ShowRotation = obj.transform.eulerAngles;
// view = obj.GetComponent<Transform>();
// }
//
// public void Disopose()
// {
// m_dragObject = null;
// view = null;
// }
//
// //拖拽
// public void OnDrag(PointerEventData eventData)
// {
// if (!m_CanDrag) return;
// if (!view) return;
// if (!m_dragObject || !(m_DragSpeed > 0.0f)) return;
//
// var delta = eventData.delta.x;
// var deltaRot = -m_DragSpeed * delta * Time.deltaTime;
//
// m_DragRotation += deltaRot;
// var showRotation = Quaternion.Euler(m_ShowRotation);
// var showUp = showRotation * Vector3.up;
// showRotation *= Quaternion.AngleAxis(m_DragRotation, showUp);
// view.rotation = showRotation;
// }
//
// //按下
// public void OnPointerDown(PointerEventData eventData)
// {
// }
//
// //抬起
// public void OnPointerUp(PointerEventData eventData)
// {
// }
// }
// }

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@ -0,0 +1,11 @@
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@ -0,0 +1,109 @@
// using System;
// using Sirenix.OdinInspector;
// using UnityEngine;
// using UnityEngine.UI;
//
// namespace AlicizaX.UI.Extension
// {
// [RequireComponent(typeof(RawImage))]
// public class UI3DDisplay : MonoBehaviour
// {
// private Camera m_Camera;
// private GameObject m_ShowObject;
// private RenderTexture m_ShowTexure;
// private UI3DDisplayTouch m_UI3DDisplayTouch;
//
// private RawImage m_ShowImage;
//
// [ReadOnly]
// [SerializeField]
// private int m_ResolutionX = 512;
//
// [SerializeField]
// [ReadOnly]
// private int m_ResolutionY = 512;
//
// private readonly int m_RenderTextureDepthBuffer = 16;
//
// void Awake()
// {
// UI3DDisplayHelper.UI3DDisplayHandler = this;
// m_ShowImage = GetComponent<RawImage>();
// m_UI3DDisplayTouch = GetComponentInChildren<UI3DDisplayTouch>();
// }
//
//
// #if UNITY_EDITOR
//
//
// [SerializeField] [Header("分辨率")] [OnValueChanged("OnEditResolutionChanged")]
// private int EditResolution = 512;
//
// private void OnEditResolutionChanged()
// {
// if (!getPlayingState) return;
// m_ResolutionX = EditResolution;
// m_ResolutionY = EditResolution;
// var rect = transform.GetComponent<RectTransform>();
// if (Math.Abs(rect.sizeDelta.x - m_ResolutionX) > 0.01f ||
// Math.Abs(rect.sizeDelta.y - m_ResolutionY) > 0.01f)
// rect.sizeDelta = new Vector2(m_ResolutionX, m_ResolutionY);
// }
//
//
// [ShowIf("getPlayingState")] [SerializeField]
// GameObject previewPrefab;
//
// [ShowIf("getPlayingState")] [SerializeField]
// Camera previewCamera;
//
// bool getPlayingState => !Application.isPlaying;
//
// [Sirenix.OdinInspector.Button("预览")]
// private void Preview()
// {
// if (m_ShowObject != null)
// {
// UnityEngine.Object.DestroyImmediate(m_ShowObject);
// }
//
// m_ShowObject = UnityEngine.Object.Instantiate(previewPrefab);
// m_Camera = previewCamera;
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
//
// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
// m_Camera.targetTexture = m_ShowTexure;
// GetComponent<RawImage>().texture = m_ShowTexure;
// }
// #endif
//
// public void SetUp(GameObject obj)
// {
// m_ShowObject = obj;
// m_Camera = CameraManaer.Instance.UI3DRenderCamera;
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
//
// m_ShowTexure = RenderTexture.GetTemporary(m_ResolutionX, m_ResolutionY, m_RenderTextureDepthBuffer);
// m_ShowObject.SetLayerRecursively(LayerDefine.UI3DObject);
// m_Camera.targetTexture = m_ShowTexure;
// m_ShowImage.texture = m_ShowTexure;
// m_UI3DDisplayTouch.SetObject(m_ShowObject);
// }
//
// void OnDestroy()
// {
// m_UI3DDisplayTouch.Disopose();
// if (m_ShowTexure != null)
// {
// RenderTexture.ReleaseTemporary(m_ShowTexure);
// }
// }
// }
// }

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