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部分ui修改

lvjincheng hace 3 años
padre
commit
0d2b0393ce

+ 4 - 4
Assets/BowArrow/Prefabs/Views/HomeView/RenderBowCamera.prefab

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+ 8 - 0
Assets/BowArrow/Prefabs/Views/MagInterferenceTip.meta

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+ 29 - 0
Assets/BowArrow/Prefabs/Views/MagInterferenceTip/MagInterferenceTipView.cs

@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+//地磁干扰提示界面
+public class MagInterferenceTipView : MonoBehaviour, MenuBackInterface
+{
+    void Start()
+    {
+        PersistenHandler.ins?.menuBackCtr.views.Add(this);
+        transform.Find("BtnOK").GetComponentInChildren<Button>().onClick.AddListener(OnClick_Back);
+    }
+
+    void OnDestroy()
+    {
+        PersistenHandler.ins?.menuBackCtr.views.Remove(this);
+    }
+
+    public bool OnMenuBack() {
+        Destroy(gameObject);
+        return true;
+    }
+
+    void OnClick_Back() {
+        AudioMgr.ins.PlayBtn();
+        Destroy(this.gameObject);
+    }
+}

+ 11 - 0
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+ 854 - 0
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+    buildTarget: Android
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
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+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
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+ 83 - 1
Assets/BowArrow/Resources/Prefabs/Views/DeviceCalibrateView.prefab

@@ -18,7 +18,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &8268822316374091919
 RectTransform:
   m_ObjectHideFlags: 0
@@ -480,6 +480,85 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   m_HorizontalFit: 2
   m_VerticalFit: 2
+--- !u!1 &4191779401114789372
+GameObject:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
+  - component: {fileID: 3958012737719958775}
+  - component: {fileID: 845025980578264808}
+  - component: {fileID: 3250823742427356392}
+  m_Layer: 5
+  m_Name: Progress
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!224 &3958012737719958775
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4191779401114789372}
+  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_Children: []
+  m_Father: {fileID: 6984168368599178995}
+  m_RootOrder: 3
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+  m_AnchorMin: {x: 0.5, y: 0}
+  m_AnchorMax: {x: 0.5, y: 0}
+  m_AnchoredPosition: {x: 0, y: 156}
+  m_SizeDelta: {x: 200, y: 60}
+  m_Pivot: {x: 0.5, y: 0}
+--- !u!222 &845025980578264808
+CanvasRenderer:
+  m_ObjectHideFlags: 0
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_CullTransparentMesh: 1
+--- !u!114 &3250823742427356392
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4191779401114789372}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 5f7201a12d95ffc409449d95f23cf332, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_Material: {fileID: 0}
+  m_Color: {r: 1, g: 1, b: 1, a: 1}
+  m_RaycastTarget: 1
+  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+  m_Maskable: 1
+  m_OnCullStateChanged:
+    m_PersistentCalls:
+      m_Calls: []
+  m_FontData:
+    m_Font: {fileID: 12800000, guid: 1ad2cf6c2f09744489d8c60b3fe3bab2, type: 3}
+    m_FontSize: 24
+    m_FontStyle: 0
+    m_BestFit: 0
+    m_MinSize: 2
+    m_MaxSize: 40
+    m_Alignment: 4
+    m_AlignByGeometry: 0
+    m_RichText: 1
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+    m_VerticalOverflow: 0
+    m_LineSpacing: 1
+  m_Text: 0%
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 GameObject:
   m_ObjectHideFlags: 0
@@ -913,6 +992,8 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   btnGyrCalibrate: {fileID: 6984168368495152324}
   progressGyrCalibrate: {fileID: 6984168369474535886}
+  progressMagCalibrate: {fileID: 3250823742427356392}
+  prefab_MagInterferenceTipView: {fileID: 6172428592328166794, guid: ec43c0c7af8cd9b42a2a6fa569f73b52, type: 3}
   magReset: {fileID: 4295382300116116190}
   magTipOk: {fileID: 401150513353468415}
   btnBack: {fileID: 6984168369405797681}
@@ -1071,6 +1152,7 @@ RectTransform:
   - {fileID: 6984168369480428192}
   - {fileID: 422015738313018617}
   - {fileID: 8268822316374091919}
+  - {fileID: 3958012737719958775}
   m_Father: {fileID: 6984168368486957087}
   m_RootOrder: 2
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

+ 4 - 1
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/cn.json

@@ -123,5 +123,8 @@
     "tip_mag-calibrate_please-leave-interfere": "存在磁场干扰,请远离电子设备后再进行校准!",
     "tip_phone-menu-back_quit-app": "再按一次退出APP",
     "about-us_content": "<color=#FFFFFF00>缩进</color>青凤鸾是一个技能运动智能硬件品牌。产品包含智能弓箭、智能射击、智能滑雪、智能高尔夫等。青凤鸾希望通过创新的智能硬件,让技能运动变得触手可及。并在疫情的大环境下,让人们的室内运动生活更加丰富有趣。",
-    "ble-please-open-ble": "请求蓝牙失败,可能原因:\n1.未打开手机蓝牙\n2.未授予蓝牙定位权限"
+    "ble-please-open-ble": "请求蓝牙失败,可能原因:\n1.未打开手机蓝牙\n2.未授予蓝牙定位权限",
+
+    "MagInterferenceTip_content": "由于地磁计校准易受到周围环境的影响,因此在校准过程中请按照以下步骤来做:\n1、请在校正过程中,保持周围环境的稳定,远离金属物体和磁场干扰。\n2、请保持智能弓箭模块和手机、电视等电子设备0.5米以上的距离。\n3、请将安装了模块的智能弓箭沿着XYZ三轴进行充分地旋转,直到提示校准完成为止。\n4、如多次无法完成校正,也可继续使用,只是瞄准的精度会受到影响,游戏中需多做一次视角归位的操作。",
+    "MagInterferenceTip_ok": "确定"
 }

+ 4 - 0
Assets/BowArrow/Scripts/Components/TextAutoLanguage2/Resources/TextAutoLanguage2/en.json

@@ -124,6 +124,10 @@
     "tip_phone-menu-back_quit-app": "Press again to exit the app",
     "about-us_content": "Qingfengluan is a skill sports intelligent hardware brand. Products include intelligent bow and arrow, intelligent shooting, intelligent skiing, intelligent golf, etc. Qingfengluan hopes to make skill sports accessible through innovative intelligent hardware. And in the context of the epidemic, make people's indoor sports life more rich and interesting.",
     "ble-please-open-ble": "Failed to request Bluetooth. Possible causes:\n1.Bluetooth is not turned on\n2.Bluetooth location permission not granted",
+
+    "MagInterferenceTip_content": "Since the calibration of the magnetometer is vulnerable to the influence of the surrounding environment, please follow the following steps in the calibration process: \n1. Please keep the surrounding environment stable and away from metal objects and magnetic field interference during the calibration process. \n2. Please keep a distance of more than 0.5m between the smart bow module and electronic devices such as mobile phones and televisions. \n3. Please fully rotate the smart bow with the module installed along the XYZ axis until you are prompted that the calibration is complete. \n4. If the calibration cannot be completed for many times, it can still be used. However, the accuracy of aiming will be affected, and the game needs to do one more angle of view homing operation.",
+    "MagInterferenceTip_ok": "OK",
+
     "当前正处于匹配状态,无法接受好友PK邀请!": "In matching, can't accept PK!",
     "目前状态下,无法接受该邀请!": "In current state, can't accept invite!",
     "某方退出或掉线,联机游戏终止!": "One quit or outline, game stop!",

+ 20 - 3
Assets/BowArrow/Scripts/View/DeviceCalibrateView.cs

@@ -8,6 +8,8 @@ public class DeviceCalibrateView : MonoBehaviour, MenuBackInterface
 {
     [SerializeField] Button btnGyrCalibrate;
     [SerializeField] Text progressGyrCalibrate;
+    [SerializeField] Text progressMagCalibrate;
+    [SerializeField] GameObject prefab_MagInterferenceTipView;
     [SerializeField] GameObject magReset; //地磁校准按钮
     [SerializeField] GameObject magTipOk;
     [SerializeField] Button btnBack;
@@ -181,13 +183,28 @@ public class DeviceCalibrateView : MonoBehaviour, MenuBackInterface
     void UpdateForMag() {
         if (deviceCalibrateItem == DeviceCalibrateItem.Mag) {
             if (!AimHandler.ins.MagCalibrater.Complete) {
+                progressMagCalibrate.gameObject.SetActive(true);
                 magTipOk.SetActive(false);
                 //地磁校准超时提示
-                if (calibrateMagDoing && Time.realtimeSinceStartup - calibrateMagStartTime > 20) {
-                    CancelResetMag();
-                    PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("tip_mag-calibrate_please-leave-interfere"));
+                if (calibrateMagDoing) {
+                    float doingTime = Time.realtimeSinceStartup - calibrateMagStartTime;
+                    float progress = Mathf.FloorToInt(doingTime / 20 * 100);
+                    if (progress >= 100) {
+                        CancelResetMag();
+                        //地磁干扰提示页面-start
+                        GameObject o = Instantiate(prefab_MagInterferenceTipView);
+                        Canvas cvs = o.GetComponent<Canvas>();
+                        cvs.sortingOrder = JC.Unity.UI.CanvasUtils.FindMaxSortingOrder() + 1;
+                        //地磁干扰提示页面-end
+                        PopupMgr.ins.ShowTipTop(TextAutoLanguage2.GetTextByKey("tip_mag-calibrate_please-leave-interfere"));
+                    } else {
+                        progressMagCalibrate.text = progress + "%";       
+                    }
+                } else {
+                    progressMagCalibrate.text = "0%";
                 }
             } else {
+                progressMagCalibrate.gameObject.SetActive(false);
                 magTipOk.SetActive(true);
                 if (calibrateMagDoing) {
                     CancelResetMag();

+ 8 - 0
Assets/JC/Untiy/UI/BackgroundAdapter.cs

@@ -38,6 +38,14 @@ namespace JC.Unity.UI {
         public static void PlusSortOrder(GameObject src, GameObject des, int plusValue) {
             des.GetComponent<Canvas>().sortingOrder = src.GetComponent<Canvas>().sortingOrder + plusValue;
         }
+        public static int FindMaxSortingOrder() {
+            Canvas[] cvsList = GameObject.FindObjectsOfType<Canvas>();
+            int maxSortOrder = 0;
+            foreach (Canvas cvs in cvsList) {
+                if (cvs.sortingOrder > maxSortOrder) maxSortOrder = cvs.sortingOrder;
+            }
+            return maxSortOrder;
+        }
     }
     [ExecuteAlways]
     public class BackgroundAdapter : MonoBehaviour