PhotographView.cs 22 KB

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  1. using FairyGUI;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Drawing;
  6. using UI.DressUp;
  7. using UnityEditor;
  8. using UnityEngine;
  9. using UnityEngine.EventSystems;
  10. namespace GFGGame
  11. {
  12. public class PhotographView : BaseView
  13. {
  14. private UI_PhotographUI _ui;
  15. private GameObject _scenePrefab;
  16. private GameObject _sceneObject;
  17. private const int MAX_COUNT = 20;
  18. private const float MaxScale = 2;
  19. private const float MinScale = 0.1f;
  20. private const string BgResPath = "Bg/BgRes";
  21. private const string BorderResPath = "Border/BorderRes";
  22. private const string NpcResPath = "Scene/Npc/NpcRes";
  23. private const string RolePath = "Scene/Role";
  24. private const string RoleName = "Role";
  25. private const string NpcPath = "Scene/Npc";
  26. private const string NpcName = "Npc";
  27. private const string BgResName = "BgRes";
  28. private List<int> _listData = null;//当前选择的资源数据
  29. private List<GameObject> _itemGameObjs;// = new List<GameObject>();
  30. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  31. private Dictionary<GameObject, float> _equipDistance = new Dictionary<GameObject, float>();
  32. private GameObject hitGameObj;//当前选中的物体(单指拖动,双指缩放旋转)
  33. private GameObject memoryHitGameObj;//当前选中的物体(单指缩放旋转)
  34. private Vector3 distance = Vector3.zero;//点击位置和点击物体原点的距离,用于
  35. private Vector2 lastPos = Vector2.zero;//上一次移动后从物体中心到鼠标位置的方向
  36. private float lastDistance = 0;//上一次移动后从物体中心到鼠标位置的方向
  37. // private float _startDistance;//从物体中心到缩放按钮的距离
  38. private SwipeGesture swipeGesture;
  39. private PinchGesture pinchGesture;
  40. private RotationGesture rotationGesture;
  41. // private int maxLayer = int.MinValue;//最上层的层级数
  42. protected override void OnInit()
  43. {
  44. base.OnInit();
  45. packageName = UI_PhotographUI.PACKAGE_NAME;
  46. _ui = UI_PhotographUI.Create();
  47. viewCom = _ui.target;
  48. isfullScreen = true;
  49. _ui.m_btnBg.onClick.Add(OnClickBtnBg);
  50. _ui.m_loaGuide.onClick.Add(OnClickLoaGuide);
  51. _ui.m_loaGuide1.onClick.Add(OnClickLoaGuide1);
  52. _ui.m_btnChoose.onClick.Add(SetUIView);
  53. _ui.m_btnBack.onClick.Add(OnClickBtnBack);
  54. _ui.m_btnPhotograph.onClick.Add(OnClickBtnPhotograph);
  55. _ui.m_ComSelectRes.m_list.itemRenderer = RenderListItem;
  56. _ui.m_ComSelectRes.m_list.onClickItem.Add(OnListItemClick);
  57. _ui.m_ComSelectRes.m_comBtnTab.m_c1.onChanged.Add(OnContorllerChanged);
  58. _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("ScenePhotograph"));
  59. _ui.target.onTouchBegin.Add(OnTouchUIBegin);
  60. _ui.target.onTouchMove.Add(OnTouchUIMove);
  61. _ui.target.onTouchEnd.Add(OnTouchUIEnd);
  62. _ui.m_comSelectBox.m_btnSize.onTouchBegin.Add(OnTouchBtnSizeBegin);
  63. _ui.m_comSelectBox.m_btnSize.onTouchMove.Add(OnTouchBtnSizeMove);
  64. _ui.m_comSelectBox.m_btnSize.onTouchEnd.Add(OnTouchBtnSizeEnd);
  65. _ui.m_comSelectBox.m_btnFlip.onTouchBegin.Add(OnTouchBtnFlipBegin);
  66. _ui.m_comSelectBox.m_btnFlip.onTouchEnd.Add(OnTouchBtnFlipEnd);
  67. _ui.m_comSelectBox.m_btnDelete.onTouchBegin.Add(OnTouchBtnDeleteBegin);
  68. _ui.m_btnUp.onClick.Add(OnClickBtnUp);
  69. _ui.m_btnDown.onClick.Add(OnClickBtnDown);
  70. }
  71. protected override void OnShown()
  72. {
  73. base.OnShown();
  74. Input.multiTouchEnabled = true;
  75. PhotographDataManager.Instance.ClassifyEquipData();
  76. _equipSceneData = PhotographDataManager.Instance._equipSceneData;
  77. PhotographDataManager.Instance.itemGameObjs.Clear();
  78. _itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
  79. if (_sceneObject == null)
  80. {
  81. _sceneObject = GameObject.Instantiate(_scenePrefab);
  82. EquipDataCache.cacher.setSceneObj(_sceneObject);
  83. PhotographSceneManager.Instance.sceneObject = _sceneObject;
  84. }
  85. pinchGesture = new PinchGesture(_ui.target);
  86. pinchGesture.onAction.Add(OnPinch);
  87. rotationGesture = new RotationGesture(_ui.target);
  88. rotationGesture.onAction.Add(OnRotate);
  89. _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex = 0;
  90. RefreshList(EnumPhotographType.BG);
  91. SetUIView();
  92. // UpdateBg(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
  93. PhotographSceneManager.Instance.AddBgItem(ItemCfgArray.Instance.GetCfg(EquipDataCache.cacher.bgId));
  94. // UpdateBody();
  95. PhotographSceneManager.Instance.AddBodyItem();
  96. UpdateScene();
  97. // for (int i = 0; i < _itemGameObjs.Count; i++)
  98. // {
  99. // PhotographDataManager.Instance.ChangeLayer(_itemGameObjs[i], i * 100, "up");
  100. // }
  101. PhotographDataManager.Instance.SetLayer(null, "refresh");
  102. if (GuideDataManager.IsGuideFinish(ConstGuideId.PHOTOGRAPH) > 0)
  103. {
  104. _ui.m_loaGuide.enabled = false;
  105. _ui.m_loaGuide1.enabled = false;
  106. }
  107. else
  108. {
  109. _ui.m_loaGuide.enabled = true;
  110. _ui.m_loaGuide1.enabled = false;
  111. }
  112. // CreatTex();
  113. }
  114. /************************************************************UI界面*********************************************************/
  115. private void OnContorllerChanged(EventContext context)
  116. {
  117. int index = _ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  118. RefreshList((EnumPhotographType)index);
  119. }
  120. private void RefreshList(EnumPhotographType index)
  121. {
  122. _ui.m_ComSelectRes.m_list.numItems = 0;
  123. _listData = PhotographDataManager.Instance.GetListData(index);
  124. _ui.m_ComSelectRes.m_list.numItems = _listData.Count;
  125. }
  126. private void RenderListItem(int index, GObject obj)
  127. {
  128. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_listData[index]);
  129. string resPath = ResPathUtil.GetIconPath(itemCfg);
  130. UI_ListItem item = UI_ListItem.Proxy(obj);
  131. item.target.data = _listData[index];
  132. item.m_loaIcon.url = resPath;
  133. item.m_txtName.text = itemCfg.name;
  134. }
  135. private void OnListItemClick(EventContext context)
  136. {
  137. if (_itemGameObjs.Count >= MAX_COUNT)
  138. {
  139. PromptController.Instance.ShowFloatTextPrompt("最多穿戴" + MAX_COUNT + "件物品");
  140. return;
  141. }
  142. int itemID = (int)((context.data as GObject).data);
  143. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  144. EnumPhotographType type = (EnumPhotographType)_ui.m_ComSelectRes.m_comBtnTab.m_c1.selectedIndex;
  145. switch (type)
  146. {
  147. case EnumPhotographType.BG:
  148. PhotographSceneManager.Instance.AddBgItem(itemCfg);
  149. break;
  150. case EnumPhotographType.BORDER:
  151. PhotographSceneManager.Instance.AddBorderItem(itemCfg);
  152. break;
  153. case EnumPhotographType.NPC:
  154. PhotographSceneManager.Instance.AddNpcItem(itemCfg);
  155. break;
  156. case EnumPhotographType.SCENE:
  157. AddSceneItem(itemCfg, false, true);
  158. break;
  159. case EnumPhotographType.EFFECT:
  160. break;
  161. }
  162. }
  163. //添加初始场景道具
  164. private void UpdateScene()
  165. {
  166. ICollection keys = _equipSceneData.Keys;
  167. foreach (int key in keys)
  168. {
  169. for (int i = 0; i < _equipSceneData[key].Count; i++)
  170. {
  171. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  172. AddSceneItem(itemCfg, true, false);
  173. }
  174. }
  175. }
  176. private void AddSceneItem(ItemCfg itemCfg, bool isDefaultLayer, bool setLayer)
  177. {
  178. if (itemCfg.resLayer2 > 0)
  179. {
  180. PhotographSceneManager.Instance.AddSceneItem(itemCfg, itemCfg.resLayer2, setLayer);
  181. }
  182. if (itemCfg.resLayer1 > 0)
  183. {
  184. PhotographSceneManager.Instance.AddSceneItem(itemCfg, itemCfg.resLayer1, setLayer);
  185. }
  186. }
  187. /************************************************************场景*********************************************************/
  188. private void OnTouchUIBegin(EventContext context)
  189. {
  190. context.CaptureTouch();
  191. if (_ui.m_ComSelectRes.target.visible == true) return;//添加道具不监听场景点击
  192. if (Stage.inst.touchCount > 1 && hitGameObj != null || Stage.inst.touchCount == 1 && context.inputEvent.touchId != 0) return;//两根手指&&两指不是同时按下||一根手指但属于中途换指
  193. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  194. RaycastHit2D[] hit2Ds = Physics2D.RaycastAll(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
  195. if (hit2Ds.Length > 0)
  196. {
  197. lastPos = Vector2.zero;
  198. hitGameObj = SceneController.GetFirstHitObj(hit2Ds);
  199. _ui.m_comSelectBox.m_btnDelete.visible = true;
  200. if (hitGameObj.name == "Body")//主角不可删除
  201. {
  202. _ui.m_comSelectBox.m_btnDelete.visible = false;
  203. }
  204. _ui.m_comSelectBox.target.visible = false;
  205. if (hitGameObj.name != BgResName)//背景不可改动层级
  206. {
  207. hitGameObj = hitGameObj.transform.parent.gameObject;
  208. _ui.m_comSelectBox.target.visible = true;
  209. PhotographDataManager.Instance.SetLayer(hitGameObj, "top");
  210. if (!_equipDistance.ContainsKey(hitGameObj))
  211. {
  212. SceneController.SetGameObjectCenter(hitGameObj);
  213. }
  214. }
  215. memoryHitGameObj = hitGameObj;
  216. distance = Input.mousePosition - Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  217. Vector3 localEulerAngles = hitGameObj.transform.localEulerAngles;
  218. float rotation = 0;
  219. if (localEulerAngles.y == 0)
  220. {
  221. rotation = -hitGameObj.transform.localEulerAngles.z;
  222. }
  223. else
  224. {
  225. if (hitGameObj.transform.localEulerAngles.z > 180)
  226. {
  227. rotation = hitGameObj.transform.localEulerAngles.z - 360;
  228. }
  229. else
  230. {
  231. rotation = hitGameObj.transform.localEulerAngles.z;
  232. }
  233. }
  234. _ui.m_comSelectBox.target.rotation = rotation;
  235. Debug.Log("rotation:" + _ui.m_comSelectBox.target.rotation + " " + _ui.m_comSelectBox.target.rotationX + " " + _ui.m_comSelectBox.target.rotationY);
  236. _ui.m_comSelectBox.target.size = SceneController.GetGameObjectSize(hitGameObj);
  237. ControllerSelectBoxPos();
  238. }
  239. }
  240. private void OnTouchUIMove(EventContext context)
  241. {
  242. if (hitGameObj == null) return;//未选中任何物体
  243. if (Stage.inst.touchCount > 1) return; //只监听1根手指
  244. if (PhotographDataManager.Instance.IsTouchUI(this.viewCom)) return;
  245. Debug.Log("拖动");
  246. ControllerObjectPos();
  247. ControllerSelectBoxPos();
  248. }
  249. private void OnTouchUIEnd(EventContext context)
  250. {
  251. hitGameObj = null;
  252. }
  253. //选中物体的位置
  254. private void ControllerObjectPos()
  255. {
  256. hitGameObj.transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition - distance);
  257. if (hitGameObj.name == BgResName)
  258. {
  259. PhotographDataManager.Instance.SetBgPos(hitGameObj, _ui.target.size);
  260. }
  261. }
  262. //选中框的位置
  263. private void ControllerSelectBoxPos()
  264. {
  265. Vector2 objScreenPos = Camera.main.WorldToScreenPoint(hitGameObj.transform.position);
  266. Vector2 localPos = this.viewCom.GlobalToLocal(new Vector2(objScreenPos.x, (Screen.height - objScreenPos.y)));
  267. _ui.m_comSelectBox.target.position = localPos;
  268. }
  269. private void OnTouchBtnSizeBegin(EventContext context)
  270. {
  271. InputEvent inputEvent = (InputEvent)context.data;
  272. Vector2 pt0 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  273. Vector2 screenPos = this.viewCom.GlobalToLocal(_ui.m_comSelectBox.m_btnSize.LocalToGlobal(Vector2.zero));
  274. Vector2 pt1 = new Vector2(screenPos.x, screenPos.y);
  275. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  276. lastDistance = Vector2.Distance(pt0, pt2);
  277. if (!_equipDistance.ContainsKey(memoryHitGameObj))
  278. {
  279. float distance = Vector2.Distance(pt1, pt2) / memoryHitGameObj.transform.localScale.x;
  280. Debug.Log("distance:" + distance + " pt1:" + pt1 + " pt2:" + pt2);
  281. _equipDistance.Add(memoryHitGameObj, distance);
  282. }
  283. }
  284. private void OnTouchBtnSizeMove(EventContext context)
  285. {
  286. if (memoryHitGameObj == null) return;
  287. InputEvent inputEvent = (InputEvent)context.data;
  288. Vector2 pt1 = this.viewCom.GlobalToLocal(new Vector2(inputEvent.x, inputEvent.y));
  289. Vector2 pt2 = new Vector2(_ui.m_comSelectBox.target.x, _ui.m_comSelectBox.target.y);
  290. Vector2 curPos = pt1 - pt2;
  291. float angle = Vector3.Angle(lastPos, curPos); //求出两向量之间的夹角
  292. Vector3 normal = Vector3.Cross(lastPos, curPos);//叉乘求出法线向量
  293. angle *= Mathf.Sign(Vector3.Dot(normal, Vector3.forward)); //Mathf.Sign()求符号,Vector3.Dot()求方向,求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向
  294. lastPos = curPos;
  295. ControllerRotate(angle, memoryHitGameObj);
  296. float dist = Vector2.Distance(pt1, pt2);
  297. float ss = dist / lastDistance;
  298. Debug.Log("dist:" + dist + " lastDistance:" + lastDistance + " ss:" + ss);
  299. float newValue = Mathf.Clamp(ss * memoryHitGameObj.transform.localScale.x, 0.1f, 2);
  300. ControllerScale(newValue, memoryHitGameObj);
  301. if (newValue <= 0.1f) return;
  302. Debug.Log("ss:" + ss + " newValue:" + newValue);
  303. lastDistance = dist;
  304. Debug.Log("newValue:" + newValue);
  305. }
  306. private void OnTouchBtnSizeEnd(EventContext context)
  307. {
  308. lastPos = Vector2.zero;
  309. }
  310. //双指缩放
  311. private void OnPinch(EventContext context)
  312. {
  313. if (hitGameObj == null) return;
  314. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  315. GTween.Kill(hitGameObj);
  316. PinchGesture gesture = (PinchGesture)context.sender;
  317. float newValue = Mathf.Clamp(hitGameObj.transform.localScale.x + gesture.delta, 0.3f, 2);
  318. Debug.Log("双指缩放:" + newValue);
  319. ControllerScale(newValue, hitGameObj);
  320. }
  321. //双指旋转
  322. private void OnRotate(EventContext context)
  323. {
  324. Debug.Log("双指旋转hitGameObj:" + hitGameObj);
  325. if (hitGameObj == null) return;
  326. Debug.Log("双指旋转name:" + hitGameObj.name);
  327. if (hitGameObj.name == BgResName) return;//背景不可以缩放、旋转
  328. // isTwoTouchPoint = true;
  329. GTween.Kill(hitGameObj.transform);
  330. RotationGesture gesture = (RotationGesture)context.sender;
  331. Debug.Log("双指旋转:" + gesture.delta);
  332. ControllerRotate(gesture.delta, hitGameObj);
  333. }
  334. private void ControllerScale(float value, GameObject gameObject)
  335. {
  336. if (value > MaxScale || value < MinScale) return;
  337. gameObject.transform.localScale = new Vector3(value, value, 1);
  338. Vector2 size = SceneController.GetGameObjectSize(gameObject);
  339. _ui.m_comSelectBox.target.size = size;
  340. }
  341. private void ControllerRotate(float value, GameObject gameObject)
  342. {
  343. gameObject.transform.Rotate(Vector3.forward, -value, Space.World);
  344. _ui.m_comSelectBox.target.rotation += value;
  345. }
  346. private void OnClickBtnBg()
  347. {
  348. _ui.m_ComSelectRes.target.visible = false;
  349. }
  350. private void OnClickLoaGuide()
  351. {
  352. _ui.m_loaGuide1.enabled = true;
  353. _ui.m_loaGuide.enabled = false;
  354. _ui.m_ComSelectRes.target.visible = false;
  355. }
  356. private void OnClickLoaGuide1()
  357. {
  358. _ui.m_loaGuide1.enabled = false;
  359. _ui.m_ComSelectRes.target.visible = false;
  360. }
  361. private void OnTouchBtnFlipBegin()//翻转
  362. {
  363. Transform transform = memoryHitGameObj.transform;
  364. if (memoryHitGameObj.name == RoleName)
  365. {
  366. transform.Rotate(Vector3.up, 180, Space.Self);
  367. return;
  368. }
  369. for (int i = 0; i < transform.childCount; i++)
  370. {
  371. transform.GetChild(i).Rotate(Vector3.up, 180, Space.Self);
  372. }
  373. }
  374. private void OnTouchBtnFlipEnd()
  375. {
  376. }
  377. private void OnTouchBtnDeleteBegin()//删除
  378. {
  379. if (memoryHitGameObj.transform.name == RolePath)
  380. {
  381. return;
  382. }
  383. else if (memoryHitGameObj.transform.name == NpcName)
  384. {
  385. SpriteRenderer spriteRenderer = memoryHitGameObj.transform.GetChild(0).GetComponent<SpriteRenderer>();
  386. if (spriteRenderer != null)
  387. {
  388. GameObject.Destroy(spriteRenderer);
  389. }
  390. }
  391. else
  392. {
  393. GameObject.DestroyImmediate(memoryHitGameObj);
  394. }
  395. _itemGameObjs.Remove(memoryHitGameObj);
  396. _ui.m_comSelectBox.target.visible = false;
  397. }
  398. private void SetUIView()
  399. {
  400. _ui.m_ComSelectRes.target.visible = true;
  401. _ui.m_comSelectBox.target.visible = false;
  402. hitGameObj = null;
  403. memoryHitGameObj = null;
  404. }
  405. private void OnClickBtnUp()
  406. {
  407. PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "up");
  408. }
  409. private void OnClickBtnDown()
  410. {
  411. PhotographDataManager.Instance.SetLayer(memoryHitGameObj, "down");
  412. }
  413. private void OnClickBtnPhotograph()
  414. {
  415. _ui.target.visible = false;
  416. Timers.inst.StartCoroutine(ScreenShotTex());// ();
  417. }
  418. private IEnumerator ScreenShotTex()
  419. {
  420. _ui.target.visible = false;
  421. yield return new WaitForEndOfFrame();
  422. Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
  423. Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
  424. tex.ReadPixels(rect, 0, 0);//读取像素,屏幕左下角为0点
  425. tex.Apply();//保存像素信息
  426. ViewManager.Show<PhotographSaveView>(tex);
  427. _ui.target.visible = true;
  428. }
  429. private void OnClickBtnBack()
  430. {
  431. this.Hide();
  432. // ViewManager.Show(ViewName.DRESS_UP_VIEW);
  433. EventAgent.DispatchEvent(ConstMessage.CLOSE_PHOTOGRAPHVIEW);
  434. }
  435. protected override void OnHide()
  436. {
  437. base.OnHide();
  438. if (_sceneObject != null)
  439. {
  440. GameObject.Destroy(_sceneObject);
  441. _sceneObject = null;
  442. }
  443. _equipSceneData.Clear();
  444. hitGameObj = null;
  445. memoryHitGameObj = null;
  446. pinchGesture.onAction.Remove(OnPinch);
  447. rotationGesture.onAction.Remove(OnRotate);
  448. pinchGesture = null;
  449. rotationGesture = null;
  450. }
  451. public override void Dispose()
  452. {
  453. if (_scenePrefab != null)
  454. {
  455. GameObject.Destroy(_scenePrefab);
  456. _scenePrefab = null;
  457. }
  458. base.Dispose();
  459. }
  460. protected override void UpdateToCheckGuide(object param)
  461. {
  462. if (!ViewManager.CheckIsTopView(this.viewCom)) return;
  463. GuideController.TryGuide(_ui.m_ComSelectRes.m_comBtnTab.m_btn2, ConstGuideId.PHOTOGRAPH, 4, "可以自由添加已有道具");
  464. GuideController.TryGuide(_ui.m_loaGuide, ConstGuideId.PHOTOGRAPH, 5, "点击空白处查看整体效果");
  465. GuideController.TryGuide(_ui.m_loaGuide1, ConstGuideId.PHOTOGRAPH, 6, "双指可控制放大缩小,或点击边框上的按键控制");
  466. GuideController.TryGuide(_ui.m_btnPhotograph, ConstGuideId.PHOTOGRAPH, 7, "点击拍照,可以记录和分享美照啦");
  467. GuideController.TryCompleteGuide(ConstGuideId.PHOTOGRAPH, 7);
  468. }
  469. }
  470. }