75 lines
2.5 KiB
Lua
75 lines
2.5 KiB
Lua
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local XUiPanelTouch = XClass(nil, "XUiPanelTouch")
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function XUiPanelTouch:Ctor(rootUi, ui)
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self.GameObject = ui.gameObject
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self.Transform = ui.transform
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self.RootUi = rootUi
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self.Camera = rootUi.Transform:GetComponent("Canvas").worldCamera
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XTool.InitUiObject(self)
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end
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function XUiPanelTouch:InitRoomId(curRoomId)
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self.CurRoomId = curRoomId
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self:Hide()
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end
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function XUiPanelTouch:RefreshTouchState(touchState)
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if touchState == XDormConfig.TouchState.Touch or touchState == XDormConfig.TouchState.TouchHate then
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self.ImgTouch.gameObject:SetActive(true)
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self.ImgWaterGun.gameObject:SetActive(false)
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self.ImgPlay.gameObject:SetActive(false)
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elseif touchState == XDormConfig.TouchState.WaterGun then
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self.ImgTouch.gameObject:SetActive(false)
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self.ImgWaterGun.gameObject:SetActive(true)
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self.ImgPlay.gameObject:SetActive(false)
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elseif touchState == XDormConfig.TouchState.Play then
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self.ImgTouch.gameObject:SetActive(false)
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self.ImgWaterGun.gameObject:SetActive(false)
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self.ImgPlay.gameObject:SetActive(true)
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else
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if self.LastState ~= XDormConfig.TouchState.WaterGun then
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self.ImgTouch.gameObject:SetActive(false)
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self.ImgWaterGun.gameObject:SetActive(false)
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self.ImgPlay.gameObject:SetActive(false)
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end
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end
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self.LastState = touchState
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end
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function XUiPanelTouch:UpdateTransform(screenPoint)
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if not screenPoint then
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return
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end
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local screenPointV2 = CS.UnityEngine.Vector2(screenPoint.x, screenPoint.y)
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local hasValue, v2 = CS.UnityEngine.RectTransformUtility.ScreenPointToLocalPointInRectangle(self.PanelTouchContainer, screenPointV2, self.Camera)
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if hasValue then
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self.Transform.localPosition = CS.UnityEngine.Vector3(v2.x, v2.y, 0)
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end
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end
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function XUiPanelTouch:Show(characterId, touchState, screenPoint, propNum)
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if touchState == XDormConfig.TouchState.Hate then
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return
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end
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if propNum and propNum > 0 and touchState == XDormConfig.TouchState.Touch then
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self.PanelFilled.gameObject:SetActive(true)
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self.ImgFilled.fillAmount = propNum
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else
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self.PanelFilled.gameObject:SetActive(false)
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end
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self.CharacterId = characterId
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self:UpdateTransform(screenPoint)
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self:RefreshTouchState(touchState)
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self.GameObject:SetActive(true)
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end
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function XUiPanelTouch:Hide()
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self.GameObject:SetActive(false)
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end
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return XUiPanelTouch
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