Browse Source

1.修改完成中文版

slambb 2 years ago
parent
commit
091f3fa1f6
21 changed files with 586 additions and 365 deletions
  1. 85 8
      Assets/BowArrow/Modules/NewUserGuider/NewUserGuider.prefab
  2. 8 3
      Assets/BowArrow/Modules/NewUserGuider/NewUserGuiderManager.cs
  3. BIN
      Assets/BowArrow/Modules/NewUserGuider/Textures/IconModule_artemis.png
  4. 147 0
      Assets/BowArrow/Modules/NewUserGuider/Textures/IconModule_artemis.png.meta
  5. 4 4
      Assets/BowArrow/Resources/Prefabs/Views/TimeLimitGameSettleView.prefab
  6. 6 6
      Assets/BowArrow/Scenes/Login.unity
  7. 3 2
      Assets/BowArrow/Scripts/CommonConfig.cs
  8. 1 1
      Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json
  9. 1 1
      Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json
  10. 14 14
      Assets/BowArrow/Scripts/Expand/UserGameAnalyse.cs
  11. 44 34
      Assets/BowArrow/Scripts/Expand/UserGameAnalyse1.cs
  12. 0 232
      Assets/BowArrow/Scripts/Network/HttpController/CaptchaController.cs
  13. 6 4
      Assets/BowArrow/Scripts/View/TimeLimitGameSettleView.cs
  14. 15 15
      Assets/BowArrow/Views/LoginScene/RetrievePasswordView/RetrievePasswordView.prefab
  15. 4 0
      Assets/FruitMaster/Scenes/FruitMaster.unity
  16. 232 33
      Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/PersonalView.prefab
  17. 4 1
      Assets/SmartBow/Scripts/Views/ConnectGuidanceView.cs
  18. 3 1
      Assets/SmartBow/Scripts/Views/MagGuidanceView.cs
  19. 3 3
      Assets/SmartBow/Scripts/Views/PersonalViewParts/BoxUserSettings.cs
  20. 5 2
      Assets/WildAttack/Scripts/UI/GameOverPanel.cs
  21. 1 1
      ProjectSettings/ProjectSettings.asset

+ 85 - 8
Assets/BowArrow/Modules/NewUserGuider/NewUserGuider.prefab

@@ -32,7 +32,7 @@ RectTransform:
   - {fileID: 7440758615769734393}
   - {fileID: 4588864458287683867}
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 9
+  m_RootOrder: 10
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   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -340,7 +340,7 @@ RectTransform:
   m_Children:
   - {fileID: 8607556292885240014}
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 10
+  m_RootOrder: 11
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -543,7 +543,7 @@ RectTransform:
   m_Children:
   - {fileID: 3835120306900162602}
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 7
+  m_RootOrder: 8
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -659,7 +659,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 5
+  m_RootOrder: 6
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -949,7 +949,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 6
+  m_RootOrder: 7
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -1029,6 +1029,7 @@ RectTransform:
   - {fileID: 8977803849949267877}
   - {fileID: 3835120308048927399}
   - {fileID: 3835120307437960352}
+  - {fileID: 2911239893124078581}
   - {fileID: 5494588147348624848}
   - {fileID: 4142167951803109672}
   - {fileID: 3835120307137106929}
@@ -1198,6 +1199,82 @@ MonoBehaviour:
   m_FillOrigin: 0
   m_UseSpriteMesh: 0
   m_PixelsPerUnitMultiplier: 1
+--- !u!1 &4053172692976095895
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
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+  - component: {fileID: 7168054002586832433}
+  - component: {fileID: 3824570721521642346}
+  m_Layer: 5
+  m_Name: IconModule_artemis
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 0
+--- !u!224 &2911239893124078581
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4053172692976095895}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalScale: {x: 1.1, y: 1.1, z: 1}
+  m_ConstrainProportionsScale: 0
+  m_Children: []
+  m_Father: {fileID: 3835120308163295950}
+  m_RootOrder: 3
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+  m_AnchorMin: {x: 0.5, y: 0.5}
+  m_AnchorMax: {x: 0.5, y: 0.5}
+  m_AnchoredPosition: {x: 0, y: 0}
+  m_SizeDelta: {x: 243, y: 500}
+  m_Pivot: {x: 0.5, y: 0.5}
+--- !u!222 &7168054002586832433
+CanvasRenderer:
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4053172692976095895}
+  m_CullTransparentMesh: 1
+--- !u!114 &3824570721521642346
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4053172692976095895}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Material: {fileID: 0}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
+  m_RaycastTarget: 0
+  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+  m_Maskable: 1
+  m_OnCullStateChanged:
+    m_PersistentCalls:
+      m_Calls: []
+  m_Sprite: {fileID: 21300000, guid: 5ff6fda9726f9934795b04090749865c, type: 3}
+  m_Type: 0
+  m_PreserveAspect: 0
+  m_FillCenter: 1
+  m_FillMethod: 4
+  m_FillAmount: 1
+  m_FillClockwise: 1
+  m_FillOrigin: 0
+  m_UseSpriteMesh: 0
+  m_PixelsPerUnitMultiplier: 1
 --- !u!1 &5717319203099930980
 GameObject:
   m_ObjectHideFlags: 0
@@ -1306,7 +1383,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 3
+  m_RootOrder: 4
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
@@ -1461,7 +1538,7 @@ RectTransform:
   - {fileID: 3751494608507439364}
   - {fileID: 8617761934889499988}
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 8
+  m_RootOrder: 9
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
@@ -1844,7 +1921,7 @@ RectTransform:
   m_ConstrainProportionsScale: 0
   m_Children: []
   m_Father: {fileID: 3835120308163295950}
-  m_RootOrder: 4
+  m_RootOrder: 5
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}

+ 8 - 3
Assets/BowArrow/Modules/NewUserGuider/NewUserGuiderManager.cs

@@ -59,12 +59,14 @@ public class NewUserGuiderManager : MonoBehaviour
     public void OnSkip()
     {
         curConfigKey = null;
+        isNewModule = false;
         LoginMgr.myUserInfo.SaveGuideFinish(0);
     }
 
     public void OnEnd()
     {
         curConfigKey = null;
+        isNewModule = false;
         LoginMgr.myUserInfo.SaveGuideFinish(0);
     }
 
@@ -627,10 +629,11 @@ public class NewUserGuiderManager : MonoBehaviour
         config = new NewUserGuiderConfig();
         config.key = "视角归位-触发";
         config.hitPosType = 1;
-        config.hitPos = new Vector2(-138.9f, -212); 
+        //new Vector2(-150,-21)
+        config.hitPos = isNewModule ? new Vector2(-150, -21) : new Vector2(-138.9f, -212); 
         config.pointerRotZ = 120;
         config.pointerPosType = 1;
-        config.pointerPos = new Vector2(-205, -154);
+        config.pointerPos = isNewModule? new Vector2(-205, 0) : new Vector2(-205, -154);
         config.frameTipPivot = "lc";
         config.frameTipPosType = 1;
         config.frameTipPos = new Vector2(0, 0);
@@ -640,7 +643,8 @@ public class NewUserGuiderManager : MonoBehaviour
             iconHumanShoot.anchoredPosition = new Vector2(-434, -85);
             iconHumanShoot.gameObject.SetActive(true);
 
-            RectTransform iconModule = g.transform.Find("IconModule") as RectTransform;
+            string moduleName = isNewModule ? "IconModule_artemis" : "IconModule";
+            RectTransform iconModule = g.transform.Find(moduleName) as RectTransform;
             iconModule.anchoredPosition = new Vector2(-146, -39);
             iconModule.gameObject.SetActive(true);
             g.SetIconPointerHitOpacity(0.1f);
@@ -825,6 +829,7 @@ public class NewUserGuiderManager : MonoBehaviour
     private Dictionary<string, NewUserGuiderConfig> configs = new Dictionary<string, NewUserGuiderConfig>();
     private bool configsInited = false;
     [SerializeField] public string curConfigKey = "投屏建议";
+    public bool isNewModule = false;
     private List<string> configKeyList = new List<string>(new string[]{
         "投屏建议",
         "模块开机",

BIN
Assets/BowArrow/Modules/NewUserGuider/Textures/IconModule_artemis.png


+ 147 - 0
Assets/BowArrow/Modules/NewUserGuider/Textures/IconModule_artemis.png.meta

@@ -0,0 +1,147 @@
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+guid: 5ff6fda9726f9934795b04090749865c
+TextureImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 12
+  mipmaps:
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+    enableMipMap: 0
+    sRGBTexture: 1
+    linearTexture: 0
+    fadeOut: 0
+    borderMipMap: 0
+    mipMapsPreserveCoverage: 0
+    alphaTestReferenceValue: 0.5
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
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+    externalNormalMap: 0
+    heightScale: 0.25
+    normalMapFilter: 0
+  isReadable: 0
+  streamingMipmaps: 0
+  streamingMipmapsPriority: 0
+  vTOnly: 0
+  ignoreMasterTextureLimit: 0
+  grayScaleToAlpha: 0
+  generateCubemap: 6
+  cubemapConvolution: 0
+  seamlessCubemap: 0
+  textureFormat: 1
+  maxTextureSize: 2048
+  textureSettings:
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+  spritePixelsToUnits: 100
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spriteGenerateFallbackPhysicsShape: 1
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+  alphaIsTransparency: 1
+  spriteTessellationDetail: -1
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+  textureShape: 1
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
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+    buildTarget: Server
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Android
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: iPhone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
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+    outline: []
+    physicsShape: []
+    bones: []
+    spriteID: 5e97eb03825dee720800000000000000
+    internalID: 0
+    vertices: []
+    indices: 
+    edges: []
+    weights: []
+    secondaryTextures: []
+    nameFileIdTable: {}
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 4 - 4
Assets/BowArrow/Resources/Prefabs/Views/TimeLimitGameSettleView.prefab

@@ -792,7 +792,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 36, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &1584491533125695203
@@ -996,7 +996,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 116, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &5393253313812614068
@@ -1646,7 +1646,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 35, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &2732726379489701053
@@ -1757,7 +1757,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 86.666664, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &199998092357563418

+ 6 - 6
Assets/BowArrow/Scenes/Login.unity

@@ -13099,9 +13099,9 @@ RectTransform:
   m_Father: {fileID: 2086638595}
   m_RootOrder: 1
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0, y: 1}
-  m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 0, y: -90.325}
+  m_AnchorMin: {x: 0, y: 0}
+  m_AnchorMax: {x: 0, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 760, y: 100.7}
   m_Pivot: {x: 0, y: 0.5}
 --- !u!114 &1621113221
@@ -15738,9 +15738,9 @@ RectTransform:
   m_Father: {fileID: 2086638595}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
-  m_AnchorMin: {x: 0, y: 1}
-  m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 160, y: -17.825}
+  m_AnchorMin: {x: 0, y: 0}
+  m_AnchorMax: {x: 0, y: 0}
+  m_AnchoredPosition: {x: 0, y: 0}
   m_SizeDelta: {x: 160, y: 27}
   m_Pivot: {x: 1, y: 0.5}
 --- !u!114 &1829322616

+ 3 - 2
Assets/BowArrow/Scripts/CommonConfig.cs

@@ -6,13 +6,14 @@ using UnityEngine;
 /**通用配置(2021/12/18新增) */
 public class CommonConfig
 {
-    public static readonly string[] AppNames = {"青凤鸾", "WONDERFITTER"};
+    //青凤鸾 WONDERFITTER
+    public static readonly string[] AppNames = { "WONDER FITTER", "WONDER FITTER" };
     //App地区(0:国内版;1:海外版;)
     public static int AppArea
     {
         get
         {
-            int index = Array.IndexOf(AppNames, Application.productName);
+            int index = Application.identifier.Contains("com.xmjssvr.BowArrow.mi") ? 0 : 1; // Array.IndexOf(AppNames, Application.productName);
             if (index == 0) return 0;
             else return 1;
         }

+ 1 - 1
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json

@@ -100,7 +100,7 @@
   "new-user-guider_tip_视角归位-触发": "短按模块上的<color=#FFA500>“视角归位”</color>键,<color=#FFA500>参考图中\n姿势将弓箭瞄准靶心</color>,3秒后完成视角归位。",
   "new-user-guider_tip_视角归位-瞄准": "请参考图中姿势,立即瞄准靶心,\n<size=40><color=#FFA500>{0}</color></size>秒后完成视角归位。",
   "new-user-guider_tip_教程结束": "恭喜您完成了本次新手教程,下次如果还\n要<color=#FFA500>了解本教程</color>,请在<color=#FFA500>设置中查看新手指导</color>。",
-  "new-user-guider_tip_准心高亮": "请完成一次射箭动作。",
+  "new-user-guider_tip_准心高亮": "请按提示向箭靶上射中一箭后,\n完成本次手动设置,并回到连接页面。",
   "new-user-guider_btn_ok": "确定",
 
 

+ 1 - 1
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json

@@ -101,7 +101,7 @@
   "new-user-guider_tip_视角归位-触发": "Short press the <color=#FFA500>\"Aim Reset\"</color> \nkey on the module, <color=#FFA500>aim the bow \nand arrow at the bull's eye with \nreference to the posture in the \npicture</color>, and then complete the \nvisual angle return in 3 seconds.",
   "new-user-guider_tip_视角归位-瞄准": "Please refer to the pose in the figure, aim \nat the bull's-eye immediately, the visual \nangle return will be completed in <size=40><color=#FFA500>{0}</color></size> seconds.",
   "new-user-guider_tip_教程结束": "Congratulations on completing this novice tutorial. If you want \nto <color=#FFA500>know this tutorial</color> next time, please <color=#FFA500>see the novice guidance \nin the setup.</color>",
-  "new-user-guider_tip_准心高亮": "Please complete an archery move.",
+  "new-user-guider_tip_准心高亮": "Please follow the prompts to shoot an arrow towards the target,\n complete the manual setup, and return to the connection page.",
   "new-user-guider_btn_ok": "OK",
 
   "guider-module-plane": "Plane",

+ 14 - 14
Assets/BowArrow/Scripts/Expand/UserGameAnalyse.cs

@@ -18,21 +18,11 @@ public class UserGameAnalyse : MonoBehaviour
     bool gameIsEnd = false;
 
     public int shootingCount = 0;
-    public float calorie = 0;
-
-    public static void CreateWhenGameStart(int gameType) {
-        new GameObject("UserGameAnaly").AddComponent<UserGameAnalyse>().gameType = gameType;
-    }
 
     public static UserGameAnalyse CreateWhenGameStartAndReturn(int gameType)
     {
         UserGameAnalyse userGameAnalyse = new GameObject("UserGameAnaly").AddComponent<UserGameAnalyse>();
         userGameAnalyse.gameType = gameType;
-
-        //生成的时候赋值
-        userGameAnalyse.duration = allTimeSecond;
-        userGameAnalyse.shootingCount = allShootingCount;
-
         return userGameAnalyse;
     }
 
@@ -62,10 +52,15 @@ public class UserGameAnalyse : MonoBehaviour
 
     public void UploadData(bool isEnd) {
         if (gameIsEnd) return;
-        if (isEnd) gameIsEnd = true; 
-        try {
+        if (isEnd) 
+        {
+            gameIsEnd = true;
+            //本轮游戏结束时候,记录一次数据
             allTimeSecond += duration;
-            UserPlayer.ins.call("UserGameAnalyseComp.uploadUserGameRecord", gameType, startTime, (int) duration);    
+        }
+        try {
+            UserPlayer.ins.call("UserGameAnalyseComp.uploadUserGameRecord", gameType, startTime, (int) duration);
+            //Debug.Log("上传" + "(" + gameType + ")游戏时长统计数据:" + (int)duration + ",allTimeSecond:" + allTimeSecond);
         }
         catch (System.Exception) {}
     }
@@ -73,23 +68,28 @@ public class UserGameAnalyse : MonoBehaviour
      * shootCheck 触发
      */
     public void onShootEvent() {
-       allShootingCount = changeShootingCount();
+       changeShootingCount();
     }
 
     int changeShootingCount(int value = 1)
     {
         shootingCount += value;
+        allShootingCount += value;
         return shootingCount;
     }
 
     public void showResultView(Action callback)
     {
+        //上传一次数据
+        UploadData(true);
+        //显示面板
         GameMgr.ins.StopGame();
         GameObject resultObj = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_GameResultView);
         GameInfo gameInfo = TextureMgr.ins.GetGameInfos(gameType);
         GameResultView gameResultView = resultObj.GetComponent<GameResultView>();
         gameResultView.OnBackClicked += callback;
         gameResultView.setGameResultInfo(gameInfo.textId, (int)allTimeSecond, allShootingCount);
+        //如果弹出结算面板,则清空一次数据
         onResetOverlayData();
 
     }

+ 44 - 34
Assets/BowArrow/Scripts/Expand/UserGameAnalyse1.cs

@@ -8,45 +8,38 @@ using UnityEngine.SceneManagement;
 /* 用户游戏情况统计分析-主要向服务器是上传用户游戏数据 */
 public class UserGameAnalyse1 : MonoBehaviour
 {
+    //重新玩操作,记录对应的数据信息。叠加时间和射箭次数
+    public static float allTimeSecond = 0;
+    public static int allShootingCount = 0;
+
     string targetScene;
     int gameType;
     long startTime; //毫秒
     float duration; //秒
     float sceneTimeOnStart;
     float uploadCountOnUpdate = 0;
+    bool gameIsEnd = false;
 
     public int shootingCount = 0;
-    public float calorie = 0;
 
     private static UserGameAnalyse1 _Instance;
-
-    public static void CreateWhenGameStart(int gameType)
+    public static UserGameAnalyse1 Instance
     {
-        if (_Instance) return;
-        UserGameAnalyse1 userGameAnalyse = new GameObject("UserGameAnaly1").AddComponent<UserGameAnalyse1>();
-        userGameAnalyse.gameType = gameType;
-        switch (gameType)
+        get
         {
-            case 13:
-                userGameAnalyse.targetScene = "DuckHunter";
-                break;
-            case 14:
-                userGameAnalyse.targetScene = "WildAttack";
-                break;
-            case 15:
-                userGameAnalyse.targetScene = "FruitMaster";
-                break;
+            return _Instance;
         }
     }
 
     public static UserGameAnalyse1 CreateWhenGameStartAndReturn(int gameType)
     {
-        if (_Instance)
-        {
-            _Instance.shootingCount = 0;
-            _Instance.calorie = 0;
-            return _Instance;
-        };
+        //if (_Instance)
+        //{
+        //    _Instance.shootingCount = 0;
+        //    _Instance.duration = 0;
+        //    _Instance.gameIsEnd = false;
+        //    return _Instance;
+        //};
         UserGameAnalyse1 userGameAnalyse = new GameObject("UserGameAnaly1").AddComponent<UserGameAnalyse1>();
         userGameAnalyse.gameType = gameType;
         switch (gameType)
@@ -61,14 +54,13 @@ public class UserGameAnalyse1 : MonoBehaviour
                 userGameAnalyse.targetScene = "FruitMaster";
                 break;
         }
-
         return userGameAnalyse;
     }
 
     void Awake()
     {
         _Instance = this;
-        DontDestroyOnLoad(gameObject);
+        //DontDestroyOnLoad(gameObject);
         startTime = JCUnityLib.TimeUtils.GetTimestamp();
         sceneTimeOnStart = Time.realtimeSinceStartup;
     }
@@ -76,31 +68,39 @@ public class UserGameAnalyse1 : MonoBehaviour
     void OnDestroy()
     {
         if (_Instance == this) _Instance = null;
-        UploadData();
+        UploadData(true);
     }
 
     void Update()
     {
-        if (!IsTargetScene())
-        {
-            Destroy(gameObject);
-            return;
-        }
+        //if (!IsTargetScene())
+        //{
+        //    Destroy(gameObject);
+        //    return;
+        //}
+        if (gameIsEnd) return;
         duration = Time.realtimeSinceStartup - sceneTimeOnStart;
         if (duration / 60 >= uploadCountOnUpdate) //每60秒上传一次
         {
             uploadCountOnUpdate++;
-            UploadData();
+            UploadData(false);
         }
     }
 
-    public void UploadData()
+    public void UploadData(bool isEnd)
     {
+        if (gameIsEnd) return;
+        if (isEnd)
+        {
+            gameIsEnd = true;
+            //本轮游戏结束时候,记录一次数据
+            allTimeSecond += duration;
+        }
         int durationTime = (int)duration;
         if (UserPlayer.ins != null)
         {
             UserPlayer.ins.call("UserGameAnalyseComp.uploadUserGameRecord", gameType, startTime, durationTime);
-            Debug.Log("上传" + targetScene + "(" + gameType + ")游戏时长统计数据:" + durationTime);
+            //Debug.Log("上传" + targetScene + "(" + gameType + ")游戏时长统计数据:" + durationTime + ",allTimeSecond:" + allTimeSecond);
         }
     }
 
@@ -112,17 +112,27 @@ public class UserGameAnalyse1 : MonoBehaviour
     public int changeShootingCount(int value = 1)
     {
         shootingCount += value;
+        allShootingCount += value;
         return shootingCount;
     }
 
     public void showResultView(Action callback)
     {
+        UploadData(true);
+
+        //Debug.Log("ShowResultView" + targetScene + "(" + gameType + ") allTimeSecond:" + allTimeSecond + ",startTime:"+ startTime + ",duration:" + duration);
         StandaloneAPI.PauseGame();
         GameObject resultObj = ViewManager2.getGameObjectAndShowView(ViewManager2.Path_GameResultView);
         GameInfo gameInfo = TextureMgr.ins.GetGameInfos(gameType);
         GameResultView gameResultView = resultObj.GetComponent<GameResultView>();
         gameResultView.OnBackClicked += callback;
-        gameResultView.setGameResultInfo(gameInfo.textId, (int)duration, shootingCount);
+        gameResultView.setGameResultInfo(gameInfo.textId, (int)allTimeSecond, allShootingCount);
+        onResetOverlayData();
+    }
 
+    public void onResetOverlayData()
+    {
+        allTimeSecond = 0;
+        allShootingCount = 0;
     }
 }

+ 0 - 232
Assets/BowArrow/Scripts/Network/HttpController/CaptchaController.cs

@@ -1,15 +1,9 @@
 using System;
 using System.Collections;
-using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.UI;
 
-using System.Drawing;
-using System.Security.Cryptography;
-using Random = System.Random;
-using System.IO;
-using Image = UnityEngine.UI.Image;
 /* Http控制器-验证码 */
 public class CaptchaController : JCUnityLib.Singleton<CaptchaController>
 {
@@ -34,231 +28,5 @@ public class CaptchaController : JCUnityLib.Singleton<CaptchaController>
             if (cb != null) cb(code);
         }
     }
-    //移动端不可用
-    public string GetCaptchaV2(Image targetRenderImage)
-    {
-        return ShowVerificationCode(targetRenderImage, 150, 60, 4);
-    }
-
-    /// <summary>
-    /// 显示图片验证码
-    /// </summary>
-    /// <param name="img">显示验证码的image组件</param>
-    /// <param name="imgWidth">图片宽度,150</param>
-    /// <param name="imgHeight">图片高度, 60</param>
-    /// <param name="length">字符长度,一般为4</param>
-    /// <returns>验证码字符串</returns>
-    private string ShowVerificationCode(Image img, int imgWidth, int imgHeight, int length)
-    {
-        VerificationCode vCode = new VerificationCode(imgWidth, imgHeight, length);
-        Texture2D texture = VerificationCode.Image2Texture(vCode.Image);
-        img.sprite = Sprite.Create(texture, new Rect(0, 0, imgWidth, imgHeight), new Vector2(0.5f, 0.5f), 125);
-        return vCode.Text;
-    }
-
-
 }
 
-
-/// <summary>
-/// 用于创建验证码图片
-/// 暂时仅支持4位数  如有其它需求  需要进一步修改
-/// </summary>
-public class VerificationCode
-{
-
-    private string text = "";
-    private Bitmap image;
-    private int letterWidth = 30;  //单个字体的宽度范围
-    private int letterHeight = 60; //单个字体的高度范围
-    private static byte[] randb = new byte[4];
-    private static RNGCryptoServiceProvider rand = new RNGCryptoServiceProvider();
-
-    /// <summary>
-    /// 字体样式 信息
-    /// </summary>
-    private System.Drawing.Font[] fonts = {
-        //new System.Drawing.Font(new FontFamily("Times New Roman"),30 +Next(1),System.Drawing.FontStyle.Regular),
-        //new System.Drawing.Font(new FontFamily("Georgia"), 25 + Next(1),System.Drawing.FontStyle.Regular),
-        //new System.Drawing.Font(new FontFamily("Arial"), 35 + Next(1),System.Drawing.FontStyle.Regular),
-        //new System.Drawing.Font(new FontFamily("Comic Sans MS"), 28 + Next(1),System.Drawing.FontStyle.Regular)
-        new System.Drawing.Font("HarmonyOS Sans SC", 30 +Next(1),System.Drawing.FontStyle.Regular),
-        new System.Drawing.Font("HarmonyOS Sans SC", 25 + Next(1),System.Drawing.FontStyle.Regular),
-        new System.Drawing.Font("HarmonyOS Sans SC", 35 + Next(1),System.Drawing.FontStyle.Regular),
-        new System.Drawing.Font("HarmonyOS Sans SC", 28 + Next(1),System.Drawing.FontStyle.Regular)
-    };
-
-    /// <summary>
-    /// 验证码
-    /// </summary>
-    public string Text
-    {
-        get { return this.text; }
-    }
-
-    /// <summary>
-    /// 验证码图片
-    /// </summary>
-    public System.Drawing.Bitmap Image
-    {
-        get { return this.image; }
-    }
-
-    public VerificationCode(int imgWidth, int imgHeight, int length)
-    {
-        Number(length, false);
-        CreateImage(imgWidth, imgHeight);
-    }
-
-
-    /// <summary>
-    /// 生成随机数字
-    /// </summary>
-    /// <param name="Length">生成长度</param>
-    /// <param name="Sleep">是否要在生成前将当前线程阻止以避免重复</param>
-    private string Number(int Length, bool Sleep)
-    {
-        if (Sleep) System.Threading.Thread.Sleep(3);
-        string result = "";
-        System.Random random = new System.Random();
-        for (int i = 0; i < Length; i++)
-        {
-            result += random.Next(10).ToString();
-
-        }
-
-        this.text = result;
-        //Debug.Log("result: " + result);
-        return result;
-    }
-
-    /// <summary>
-    /// 获得下一个随机数
-    /// </summary>
-    /// <param name="max">最大值</param>
-    private static int Next(int max)
-    {
-        rand.GetBytes(randb);
-        int value = BitConverter.ToInt32(randb, 0);
-        value = value % (max + 1);
-        if (value < 0) value = -value;
-        return value;
-    }
-
-    /// <summary>
-    /// 获得下一个随机数
-    /// </summary>
-    /// <param name="min">最小值</param>
-    /// <param name="max">最大值</param>
-    private static int Next(int min, int max)
-    {
-        int value = Next(max - min) + min;
-        return value;
-    }
-
-
-    /// <summary>
-    /// 绘制验证码
-    /// </summary>
-    private void CreateImage(int imgWidth, int imgHeight)
-    {
-        image = new Bitmap(imgWidth, imgHeight);
-        System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(image);
-        //画白色背景
-        g.Clear(System.Drawing.Color.White);
-
-        //画三条 扰乱视野的线
-        for (int i = 0; i < 2; i++)
-        {
-            int x1 = Next(imgWidth / 2);
-            int x2 = Next(imgWidth / 2, imgWidth - 1);
-            int y1 = Next(imgHeight / 2);
-            int y2 = Next(imgHeight / 2, imgHeight - 1);
-            g.DrawLine(new Pen(GetRandomColor()), x1, y1, x2, y2);
-        }
-
-        int _x = 0, _y = -30;
-        for (int int_index = 0; int_index < this.text.Length; int_index++)
-        {
-            //随机字符的左边位置
-            _x += Next(10, 30); //x坐标 累加
-            _y = Next(5, 10);//y坐标 在一个范围内 随机
-            string str_char = this.text.Substring(int_index, 1);
-            str_char = Next(1) == 1 ? str_char.ToLower() : str_char.ToUpper();
-            Brush newBrush = new SolidBrush(GetRandomColor());
-            Point thePos = new Point(_x, _y);
-            Debug.Log("index: " + int_index + "    x: " + _x + "    y: " + _y);
-            g.DrawString(str_char, fonts[Next(fonts.Length - 1)], newBrush, thePos);
-        }
-        for (int i = 0; i < 10; i++)
-        {
-            int x = Next(image.Width - 1);
-            int y = Next(image.Height - 1);
-            image.SetPixel(x, y, System.Drawing.Color.FromArgb(Next(0, 255), Next(0, 255), Next(0, 255)));
-        }
-        //image = TwistImage(image, true, Next(1, 3), Next(4, 6));
-        //g.DrawRectangle(new Pen(System.Drawing.Color.LightGray, 5), 0, 0, 150 - 1, (letterHeight - 1));
-    }
-
-    /// <summary>
-    /// 字体随机颜色
-    /// </summary>
-    public System.Drawing.Color GetRandomColor()
-    {
-        System.Random RandomNum_First = new System.Random((int)DateTime.Now.Ticks);
-        System.Threading.Thread.Sleep(RandomNum_First.Next(50));
-        System.Random RandomNum_Sencond = new System.Random((int)DateTime.Now.Ticks);
-        int int_Red = RandomNum_First.Next(180);
-        int int_Green = RandomNum_Sencond.Next(180);
-        int int_Blue = (int_Red + int_Green > 300) ? 0 : 400 - int_Red - int_Green;
-        int_Blue = (int_Blue > 255) ? 255 : int_Blue;
-        return System.Drawing.Color.FromArgb(int_Red, int_Green, int_Blue);
-    }
-
-    /// <summary>
-    /// 将Image 转为 Texture
-    /// </summary>
-    /// <param name="im"></param>
-    /// <returns></returns>
-    public static Texture2D Image2Texture(System.Drawing.Image im)
-    {
-        if (im == null)
-        {
-            return new Texture2D(4, 4);
-        }
-
-        //Memory stream to store the bitmap data.
-        MemoryStream ms = new MemoryStream();
-
-        //Save to that memory stream.
-        im.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
-
-        //Go to the beginning of the memory stream.
-        ms.Seek(0, SeekOrigin.Begin);
-        //make a new Texture2D
-        Texture2D tex = new Texture2D(im.Width, im.Height);
-
-        tex.LoadImage(ms.ToArray());
-
-        //Close the stream.
-        ms.Close();
-        im.Dispose();
-        ms = null;
-        //
-        return tex;
-    }
-
-    /*产生验证码*/
-    public string CreateCode(int codeLength)
-    {
-        string so = "1,2,3,4,5,6,7,8,9,0,a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,t,u,v,w,x,y,z,A,B,C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R,S,T,U,V,W,X,Y,Z";
-        string[] strArr = so.Split(',');
-        string code = "";
-        Random rand = new Random();
-        for (int i = 0; i < codeLength; i++)
-        {
-            code += strArr[rand.Next(0, strArr.Length)];
-        }
-        return code;
-    }
-}

+ 6 - 4
Assets/BowArrow/Scripts/View/TimeLimitGameSettleView.cs

@@ -44,11 +44,13 @@ public class TimeLimitGameSettleView : MonoBehaviour
 
     public void OnClick_Back() {
         AudioMgr.ins.PlayBtn();
-        //SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
+        //返回上一页。还未退出。退出再统一结算
+        SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
+
 
-        GameMgr.ins.gameMode.gameMgr.userGameAnalyse.showResultView(() => {
-            SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
-        });
+        //GameMgr.ins.gameMode.gameMgr.userGameAnalyse.showResultView(() => {
+        //    SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
+        //});
     }
 
     public void OnClick_Again() {

+ 15 - 15
Assets/BowArrow/Views/LoginScene/RetrievePasswordView/RetrievePasswordView.prefab

@@ -295,7 +295,7 @@ RectTransform:
   m_GameObject: {fileID: 115137012}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
+  m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 2106068946}
@@ -310,8 +310,8 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 413, y: 0}
-  m_SizeDelta: {x: 503, y: 763}
+  m_AnchoredPosition: {x: 411.36, y: 0}
+  m_SizeDelta: {x: 659.2463, y: 885.3928}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &115137015
 CanvasRenderer:
@@ -366,7 +366,7 @@ MonoBehaviour:
   m_Padding:
     m_Left: 13
     m_Right: 0
-    m_Top: 15
+    m_Top: 10
     m_Bottom: 0
   m_ChildAlignment: 0
   m_Spacing: 29.5
@@ -930,7 +930,7 @@ RectTransform:
   m_GameObject: {fileID: 399394403}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 590496489}
@@ -993,7 +993,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: bb33f2a5cf1490b4795b02a599fd7406, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  inputField: {fileID: 0}
+  inputField: {fileID: 15310135}
   moveRect: {fileID: 0}
   noTransparentOnFocused: {fileID: 399394407}
 --- !u!114 &399394405
@@ -1615,7 +1615,7 @@ RectTransform:
   m_GameObject: {fileID: 880471777}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 862394516}
@@ -2111,7 +2111,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 1}
   m_AnchorMax: {x: 0, y: 1}
-  m_AnchoredPosition: {x: 104, y: -43.9}
+  m_AnchoredPosition: {x: 100, y: -43.9}
   m_SizeDelta: {x: 199.7, y: 28}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &1260976872
@@ -2197,7 +2197,7 @@ RectTransform:
   m_GameObject: {fileID: 1447383077}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 231829458}
@@ -2495,7 +2495,7 @@ RectTransform:
   m_GameObject: {fileID: 1819061878}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 904088864}
@@ -2559,7 +2559,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: bb33f2a5cf1490b4795b02a599fd7406, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  inputField: {fileID: 0}
+  inputField: {fileID: 1996751084}
   moveRect: {fileID: 0}
   noTransparentOnFocused: {fileID: 1819061882}
 --- !u!114 &1819061880
@@ -2716,7 +2716,7 @@ RectTransform:
   m_GameObject: {fileID: 1870237126}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 968908724}
@@ -2805,7 +2805,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: bb33f2a5cf1490b4795b02a599fd7406, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  inputField: {fileID: 0}
+  inputField: {fileID: 343241358}
   moveRect: {fileID: 0}
   noTransparentOnFocused: {fileID: 1870237130}
 --- !u!1 &1996751082
@@ -3489,7 +3489,7 @@ RectTransform:
   m_GameObject: {fileID: 2106068945}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 1260976869}
@@ -3936,7 +3936,7 @@ RectTransform:
   m_GameObject: {fileID: 6435584936630705998}
   m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
+  m_LocalScale: {x: 1.3, y: 1.3, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 5689315198514099345}

+ 4 - 0
Assets/FruitMaster/Scenes/FruitMaster.unity

@@ -37890,6 +37890,10 @@ PrefabInstance:
       propertyPath: m_Name
       value: ResumeBtn
       objectReference: {fileID: 0}
+    - target: {fileID: 3841252854748341636, guid: 00e8298942207164bba604df1bf3f862, type: 3}
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+ 232 - 33
Assets/SmartBow/Resources/SmartBow/Prefabs/Views/Home/PersonalView.prefab

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 GameObject:
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@@ -4648,7 +4847,7 @@ RectTransform:
   m_Children:
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   m_Father: {fileID: 7327544349405985051}
-  m_RootOrder: 2
+  m_RootOrder: 1
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@@ -8084,20 +8283,21 @@ RectTransform:
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   m_ConstrainProportionsScale: 0
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   - {fileID: 6676353889801785858}
-  m_Father: {fileID: 7327544349405985051}
-  m_RootOrder: 1
+  m_Father: {fileID: 8694545507758097570}
+  m_RootOrder: 0
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@@ -8113,8 +8313,8 @@ MonoBehaviour:
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-    m_Top: 0
-    m_Bottom: 0
+    m_Top: 79
+    m_Bottom: 100
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@@ -8492,11 +8692,11 @@ RectTransform:
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   m_AnchorMax: {x: 0, y: 1}
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   - {fileID: 8267854931670902206}
   m_Father: {fileID: 7327544348609726809}
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+  m_RootOrder: 5
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   m_AnchorMax: {x: 0, y: 1}
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@@ -10016,8 +10216,7 @@ RectTransform:
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+  - {fileID: 4076194711697861528}
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   m_Father: {fileID: 7060471199435239518}
   m_RootOrder: 1
@@ -10858,7 +11057,7 @@ GameObject:
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   m_Father: {fileID: 7327544348609726809}
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   m_AnchorMax: {x: 0, y: 1}
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@@ -11105,7 +11304,7 @@ GameObject:
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   m_Father: {fileID: 7327544348609726809}
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+  m_RootOrder: 1
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   m_Pivot: {x: 0.5, y: 0.5}
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   m_Father: {fileID: 7327544348609726809}
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+  m_RootOrder: 4
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   m_AnchorMax: {x: 0, y: 1}
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+  m_AnchoredPosition: {x: 401.5, y: -777.35}
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   m_Pivot: {x: 0.5, y: 0.5}
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@@ -11903,7 +12102,7 @@ RectTransform:
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   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 7327544349945154991}
-  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -11911,14 +12110,14 @@ RectTransform:
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   - {fileID: 7327544350119951309}
   - {fileID: 7327544349560049562}
-  m_Father: {fileID: 7327544349405985051}
+  m_Father: {fileID: 7327544348609726809}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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-  m_AnchoredPosition: {x: 0, y: -150}
-  m_SizeDelta: {x: 455.87, y: 306.85}
-  m_Pivot: {x: 0.5, y: 1}
+  m_AnchorMin: {x: 0, y: 1}
+  m_AnchorMax: {x: 0, y: 1}
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+  m_SizeDelta: {x: 803, y: 306.85}
+  m_Pivot: {x: 0.5, y: 0.5}
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 GameObject:
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+ 4 - 1
Assets/SmartBow/Scripts/Views/ConnectGuidanceView.cs

@@ -22,13 +22,16 @@ public class ConnectGuidanceView : MonoBehaviour
             ShowDeviceLayout(0);
         }
 
-        //FindObjectOfType<NewUserGuiderManager>().curConfigKey = "视角归位-触发";
+        //NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
+        //newUserGuiderManager.curConfigKey = "视角归位-触发";
+        //newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMIS;
         ////进入射箭场景
         //GlobalData.pkMatchType = PKMatchType.None;
         //GameMgr.gameType = 1;
         ////射一箭回到连接页面,Device.view
         //GameMgr.bNavBack = true;
         //GameMgr.bShowDistance = false;
+        //AimHandler.ins.bInitOne = true;
 
         //UnityEngine.SceneManagement.SceneManager.LoadScene(
         //    "Game", UnityEngine.SceneManagement.LoadSceneMode.Single);

+ 3 - 1
Assets/SmartBow/Scripts/Views/MagGuidanceView.cs

@@ -164,7 +164,9 @@ public class MagGuidanceView : MonoBehaviour
                 {
                     Debug.Log("-----进入射箭场景!");
                     //FindObjectOfType<NewUserGuiderManager>().curConfigKey = "限时游戏-选择距离";
-                    FindObjectOfType<NewUserGuiderManager>().curConfigKey = "视角归位-触发";
+                    NewUserGuiderManager newUserGuiderManager = FindObjectOfType<NewUserGuiderManager>();
+                    newUserGuiderManager.curConfigKey = "视角归位-触发";
+                    newUserGuiderManager.isNewModule = AimHandler.ins.aimDeviceInfo.type == (int)AimDeviceType.ARTEMIS;
                     //进入射箭场景
                     GlobalData.pkMatchType = PKMatchType.None;
                     GameMgr.gameType = 1;

+ 3 - 3
Assets/SmartBow/Scripts/Views/PersonalViewParts/BoxUserSettings.cs

@@ -70,14 +70,14 @@ public class BoxUserSettings : MonoBehaviour
             = LoginMgr.myUserInfo.country;
         inputs.transform.Find("ItemBox/Gender/Text0").gameObject.SetActive(LoginMgr.myUserInfo.gender != 2);
         inputs.transform.Find("ItemBox/Gender/Text1").gameObject.SetActive(LoginMgr.myUserInfo.gender == 2);
-        transform.Find("FixBox/Nickname").GetComponent<Text>().text = LoginMgr.myUserInfo.nickname;
-        transform.Find("FixBox/ID").GetComponent<Text>().text = "ID: " + LoginMgr.myUserInfo.id;
+        inputs.transform.Find("FixBox/Nickname").GetComponent<Text>().text = LoginMgr.myUserInfo.nickname;
+        inputs.transform.Find("FixBox/ID").GetComponent<Text>().text = "ID: " + LoginMgr.myUserInfo.id;
         GetComponentInParent<PersonalView>().NotifyUserInfoRefresh();
     }
 
     void RenderAvatar()
     {
-        Image avatarImage = transform.Find("FixBox/Avatar/Mask/Sprite").GetComponent<Image>();
+        Image avatarImage = inputs.transform.Find("FixBox/Avatar/Mask/Sprite").GetComponent<Image>();
         RoleMgr.SetAvatarToImage(avatarImage, LoginMgr.myUserInfo.avatarID, LoginMgr.myUserInfo.avatarUrl);
         GetComponentInParent<PersonalView>().NotifyUserInfoRefresh();
     }

+ 5 - 2
Assets/WildAttack/Scripts/UI/GameOverPanel.cs

@@ -51,7 +51,7 @@ namespace WildAttack
         }
 
         /// <summary>
-        /// 退出
+        ///点击 不玩了, 退出
         /// </summary>
         private void OnBtnBackClick()
         {
@@ -61,7 +61,10 @@ namespace WildAttack
             //        Application.Quit();
             //#endif
             AudioMgr.ins.PlayBtn();
-            UnityEngine.SceneManagement.SceneManager.LoadScene("Home", UnityEngine.SceneManagement.LoadSceneMode.Single);
+
+            UserGameAnalyse1.Instance.showResultView(() => {
+                UnityEngine.SceneManagement.SceneManager.LoadScene("Home", UnityEngine.SceneManagement.LoadSceneMode.Single);
+            });
         }
 
         /// <summary>

+ 1 - 1
ProjectSettings/ProjectSettings.asset

@@ -13,7 +13,7 @@ PlayerSettings:
   useOnDemandResources: 0
   accelerometerFrequency: 60
   companyName: JssF
-  productName: "\u9752\u51E4\u9E3E"
+  productName: WONDER FITTER
   defaultCursor: {fileID: 0}
   cursorHotspot: {x: 0, y: 0}
   m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}