Browse Source

fix bugs by fenix

gsgundam 8 years ago
parent
commit
c3f0ca0864
100 changed files with 103 additions and 33 deletions
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      .gitignore
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      .vs/bubble_client/v14/.suo
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      Assets/SweetBubble/Description.pdf
  4. 0 8
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  5. 1 1
      Assets/SweetBubble/Scripts/Bubbles/SmoothMove.cs
  6. 1 1
      Assets/SweetBubble/Scripts/Bubbles/mainscript.cs
  7. 25 20
      Assets/SweetBubble/Scripts/Effects/Gradient.cs
  8. 1 1
      Assets/SweetBubble/Scripts/GUI/MapLevelNumber.cs
  9. 1 1
      Assets/SweetBubble/Scripts/GUI/ParticleSorting.cs
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+ 73 - 0
.gitignore

@@ -0,0 +1,73 @@
+**/[Ll]ibrary/
+**/[Tt]emp/
+**/[Oo]bj/
+**/[Bb]uild/
+**/[Bb]uilds/
+**/[Ii]OS/
+**/Assets/StreamingAssets/
+**/Assets/AssetStoreTools*
+
+# Autogenerated VS/MD solution and project files
+ExportedObj/
+*.csproj
+*.unityproj
+*.sln
+*.suo
+*.tmp
+*.user
+*.userprefs
+*.pidb
+*.booproj
+*.svd
+
+**/Assets/tolua/Source/Generate/
+# Unity3D generated meta files
+*.pidb.meta
+
+# Unity3D Generated File On Crash Reports
+sysinfo.txt
+
+# Builds
+*.apk
+*.unitypackage
+*.zip
+*.7z
+*.rar
+.DS_Store
+
+*.DS_Store
+*.orig.meta
+*.orig
+*/.DS_Store
+[Bb]undle/*
+
+*/.DS_Store
+*/\~\$*
+*/~$*
+
+
+*.tmp
+
+# Word temporary
+~$*.doc*
+
+# Excel temporary
+~$*.xls*
+
+# Excel Backup File
+*.xlk
+
+# PowerPoint temporary
+~$*.ppt*
+
+# Visio autosave temporary files
+*.~vsdx
+**/.DS_Store
+[Bb]undle/
+[Bb]undle.meta
+[Ll]og/
+[Ss]treamingAssets/
+[Ss]treamingAssets.meta
+UnityVS
+
+Fight/fight.txt

BIN
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Assets/SweetBubble/Description.pdf


+ 0 - 8
Assets/SweetBubble/Description.pdf.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 836eb8047e514cb4c90aca42bcc31a49
-timeCreated: 1440158290
-licenseType: Free
-DefaultImporter:
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 1 - 1
Assets/SweetBubble/Scripts/Bubbles/SmoothMove.cs

@@ -17,7 +17,7 @@ public class SmoothMove : MonoBehaviour {
 	
 	// Update is called once per frame
 	IEnumerator StartMove () {
-        GetComponent<SpriteRenderer>().sortingLayerID = 2;
+		GetComponent<SpriteRenderer>().sortingLayerName = "UI layer";
 
         mainscript.Instance.TargetCounter1++;
         AnimationCurve curveX = new AnimationCurve( new Keyframe( 0, transform.position.x ), new Keyframe( 0.5f, targetPos.x ) );

+ 1 - 1
Assets/SweetBubble/Scripts/Bubbles/mainscript.cs

@@ -665,7 +665,7 @@ public class mainscript : MonoBehaviour {
             GamePlay.Instance.GameStatus = GameState.WaitForTarget2;
 
             GameObject centerball = GameObject.FindGameObjectWithTag( "centerball" );
-            centerball.GetComponent<SpriteRenderer>().sortingLayerID = 2;
+			centerball.GetComponent<SpriteRenderer>().sortingLayerName = "UI layer";
             Vector3 targetPos = new Vector3( 2.3f, 6, 0 );
             mainscript.Instance.TargetCounter++;
             AnimationCurve curveX = new AnimationCurve( new Keyframe( 0, centerball.transform.position.x ), new Keyframe( 0.5f, targetPos.x ) );

+ 25 - 20
Assets/SweetBubble/Scripts/Effects/Gradient.cs

@@ -1,32 +1,38 @@
 using UnityEngine;
+using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 
-[AddComponentMenu("UI/Effects/Gradient")]
+[AddComponentMenu( "UI/Effects/Gradient" )]
 public class Gradient : BaseMeshEffect
 {
-    public Color32 topColor = Color.white;
-    public Color32 bottomColor = Color.black;
+    [SerializeField]
+    private Color32 topColor = Color.white;
+    [SerializeField]
+    private Color32 bottomColor = Color.black;
 
-    public override void ModifyMesh(VertexHelper helper)
+	public override void ModifyMesh( VertexHelper vh )
     {
-        if (!IsActive() || helper.currentVertCount == 0)
+        if( !IsActive() )
+        {
             return;
+        }
 
-        List<UIVertex> vertices = new List<UIVertex>();
-        helper.GetUIVertexStream(vertices);
-
-        float bottomY = vertices[0].position.y;
-        float topY = vertices[0].position.y;
+		int count = vh.currentVertCount;
+		UIVertex vertex = new UIVertex();
+		vh.PopulateUIVertex (ref vertex, 0);
+		float bottomY = vertex.position.y;
+		float topY = vertex.position.y;
 
-        for (int i = 1; i < vertices.Count; i++)
+        for( int i = 1; i < count; i++ )
         {
-            float y = vertices[i].position.y;
-            if (y > topY)
+			vh.PopulateUIVertex (ref vertex, i);
+			float y = vertex.position.y;
+            if( y > topY )
             {
                 topY = y;
             }
-            else if (y < bottomY)
+            else if( y < bottomY )
             {
                 bottomY = y;
             }
@@ -34,13 +40,12 @@ public class Gradient : BaseMeshEffect
 
         float uiElementHeight = topY - bottomY;
 
-        UIVertex v = new UIVertex();
-
-        for (int i = 0; i < helper.currentVertCount; i++)
+        for( int i = 0; i < count; i++ )
         {
-            helper.PopulateUIVertex(ref v, i);
-            v.color = Color32.Lerp(bottomColor, topColor, (v.position.y - bottomY) / uiElementHeight);
-            helper.SetUIVertex(v, i);
+			UIVertex uiVertex = new UIVertex();
+			vh.PopulateUIVertex (ref uiVertex, i);
+            uiVertex.color = Color32.Lerp( bottomColor, topColor, ( uiVertex.position.y - bottomY ) / uiElementHeight );
+			vh.SetUIVertex (uiVertex, i);
         }
     }
 }

+ 1 - 1
Assets/SweetBubble/Scripts/GUI/MapLevelNumber.cs

@@ -5,7 +5,7 @@ public class MapLevelNumber : MonoBehaviour {
     
 	// Use this for initialization
 	void Start () {
-        GetComponent<Renderer>().sortingLayerID = 1;
+		GetComponent<Renderer>().sortingLayerName = "Number";
         GetComponent<Renderer>().sortingOrder = 3;
         int num = int.Parse( transform.parent.name.Replace( "Level", "" ) );
         GetComponent<TextMesh>().text = "" + num;

+ 1 - 1
Assets/SweetBubble/Scripts/GUI/ParticleSorting.cs

@@ -5,7 +5,7 @@ public class ParticleSorting : MonoBehaviour {
     public int sortingOrder = 1;
 	// Use this for initialization
 	void Start () {
-        GetComponent<ParticleSystem>().GetComponent<Renderer>().sortingLayerID = 2;
+		GetComponent<ParticleSystem>().GetComponent<Renderer>().sortingLayerName = "UI layer";
         GetComponent<ParticleSystem>().GetComponent<Renderer>().sortingOrder = sortingOrder;
 	}
 	

+ 1 - 1
Library/AssetImportState

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