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@@ -13,8 +13,10 @@ namespace GFGGame
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private UI_LuckyBoxStarUI _ui;
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private UI_LuckyBoxStarUI _ui;
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private List<GObject> comStars = new List<GObject>();
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private List<GObject> comStars = new List<GObject>();
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- private GameObject[] _effectObjs;
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- private GoWrapper[] _wrappers;
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+ private List<GameObject> _gameObjects = new List<GameObject>();
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+ private List<GoWrapper> _wrappers = new List<GoWrapper>();
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+ private List<GameObject> _gameObjects1 = new List<GameObject>();
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+ private List<GoWrapper> _wrappers1 = new List<GoWrapper>();
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private GObject curComStar;//当前选中的星星
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private GObject curComStar;//当前选中的星星
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private Vector2 lastPos;//鼠标的上一个位置,每颗星星初始时默认为Vector2.right;
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private Vector2 lastPos;//鼠标的上一个位置,每颗星星初始时默认为Vector2.right;
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@@ -27,6 +29,11 @@ namespace GFGGame
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private bool isGuide = false;
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private bool isGuide = false;
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public override void Dispose()
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public override void Dispose()
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{
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{
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+ for (int i = 0; i < _gameObjects.Count; i++)
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+ {
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+ SceneController.DestroyObjectFromView(_gameObjects[i]);
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+ SceneController.DestroyObjectFromView(_gameObjects1[i]);
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+ }
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base.Dispose();
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base.Dispose();
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}
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}
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@@ -71,6 +78,20 @@ namespace GFGGame
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comStar.m_imgLine.width = imgLineWidth;
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comStar.m_imgLine.width = imgLineWidth;
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comStar.m_imgLine.rotation = 0;
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comStar.m_imgLine.rotation = 0;
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+ GameObject gameObject = _gameObjects.Count > index ? _gameObjects[index] : null;
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+ GoWrapper wrapper = _wrappers.Count > index ? _wrappers[index] : null;
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+ string resPath = ResPathUtil.GetViewEffectPath("ui_ck", "ui_ck");
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+ SceneController.AddObjectToView(gameObject, wrapper, comStar.m_holder, resPath, out gameObject, out wrapper);
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+ if (_gameObjects.Count <= index) _gameObjects.Add(gameObject);
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+ if (_wrappers.Count <= index) _wrappers.Add(wrapper);
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+
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+ GameObject gameObject1 = _gameObjects1.Count > index ? _gameObjects1[index] : null;
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+ GoWrapper wrapper1 = _wrappers1.Count > index ? _wrappers1[index] : null;
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+ string resPath1 = ResPathUtil.GetViewEffectPath("ui_ck", "ui_ck_dj");
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+ SceneController.AddObjectToView(gameObject1, wrapper1, comStar.m_holder1, resPath1, out gameObject1, out wrapper1);
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+ if (_gameObjects1.Count <= index) _gameObjects1.Add(gameObject);
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+ if (_wrappers1.Count <= index) _wrappers1.Add(wrapper);
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+
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star.data = new Vector2(comStar.target.x, comStar.target.y);
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star.data = new Vector2(comStar.target.x, comStar.target.y);
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comStars.Add(star);
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comStars.Add(star);
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