ViewGlobal.cs 3.9 KB

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  1. using FairyGUI;
  2. using System.Collections.Generic;
  3. using UI.Common;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ViewGlobal
  8. {
  9. private static UI_ComHolder comHolder;
  10. private static EffectUI _effectUI1;
  11. public static void CreatClickEffect()
  12. {
  13. if (comHolder == null)
  14. {
  15. comHolder = UI_ComHolder.Create();
  16. comHolder.target.touchable = false;
  17. ViewManager.AddChildToFloatLayer(comHolder.target);
  18. comHolder.target.SetPosition(-100, -100, 0);
  19. GRoot.inst.onTouchBegin.Add(SetClickPos);
  20. EffectUIPool.CreateEffectUI(comHolder.m_holder, "ui_dj", "DJ",
  21. onComplete: (effect) =>
  22. {
  23. if (effect != null)
  24. {
  25. _effectUI1 = effect;
  26. }
  27. });
  28. }
  29. }
  30. private static void SetClickPos()
  31. {
  32. Vector2 pos = GRoot.inst.GlobalToLocal(Stage.inst.touchPosition);
  33. comHolder.m_holder.visible = false;
  34. comHolder.m_holder.visible = true;
  35. comHolder.target.SetPosition(pos.x, pos.y, 0);
  36. }
  37. /// <summary>
  38. /// 获取顶部摄像头的高度,减去一定的位移是因为设计图本身为顶部留出了一定的间隙
  39. /// </summary>
  40. /// <returns></returns>
  41. static float GetTopOffset()
  42. {
  43. // 标准分辨率下 设计图顶部留了80像素的偏移
  44. int designOffset = ((Screen.safeArea.height + Screen.safeArea.y)
  45. == Screen.height
  46. ? 0
  47. : (int)Mathf.Round(80 * UIContentScaler.scaleFactor));
  48. // 设置最低偏移是设计图顶部的偏移量
  49. return Mathf.Max(0, Screen.height - Screen.safeArea.height - Screen.safeArea.y - designOffset);
  50. }
  51. /// <summary>
  52. /// 获取画布根据分辨率适配后的,顶部的实际高度
  53. /// </summary>
  54. /// <returns></returns>
  55. public static float GetRealTopOffset()
  56. {
  57. return Screen.height / UIContentScaler.scaleFactor - GetUIHeight();
  58. }
  59. /// <summary>
  60. /// 获取画布根据分辨率适配后的UI高度
  61. /// </summary>
  62. /// <returns></returns>
  63. public static float GetUIHeight()
  64. {
  65. return (Screen.height - GetTopOffset()) / UIContentScaler.scaleFactor;
  66. }
  67. public static List<Transform> FindAllGLoaderInTrans(Transform parent)
  68. {
  69. List<Transform> foundChildren = new List<Transform>();
  70. // 遍历当前父节点的所有子节点
  71. foreach (Transform child in parent)
  72. {
  73. // 检查子节点的名称是否匹配
  74. if (child.name == "GLoader" || child.name == "Shape")
  75. {
  76. // 将匹配的子节点添加到列表中
  77. foundChildren.Add(child);
  78. }
  79. // 递归调用,查找孙子节点
  80. foundChildren.AddRange(FindAllGLoaderInTrans(child));
  81. }
  82. return foundChildren;
  83. }
  84. private static List<string> fullScreenPicNames = new List<string>() { "loaBg", "mask" };
  85. private static List<string> notMoveUI = new List<string>() { "Top_img" };
  86. public static bool IsFullScreenPic(string name)
  87. {
  88. foreach (string s in fullScreenPicNames)
  89. {
  90. if (name == s)
  91. return true;
  92. }
  93. return false;
  94. }
  95. public static bool IsNotMoveUI(string name)
  96. {
  97. foreach (string s in notMoveUI)
  98. {
  99. if (s.Contains(name))
  100. return true;
  101. }
  102. return false;
  103. }
  104. }
  105. }