75 lines
2.0 KiB
Plaintext
75 lines
2.0 KiB
Plaintext
ClickEffectView = class("ClickEffectView", BaseView)
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ClickEffectView.ViewType = UIViewType.TouchLayer
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local tempVector3 = LuaVector3.zero
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function ClickEffectView:Init()
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self.gameObject.name = "ClickEffectView"
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self.collider = self:FindGO("Collider");
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ClickEffectView.Instance = self
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end
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function ClickEffectView.ShowClickEffect( )
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-- body
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local instance = ClickEffectView.getInstance()
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local uiCamera = NGUIUtil:GetCameraByLayername("UI");
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if not uiCamera then
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return
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end
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if(Input.touchCount > 1)then
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printRed(Input.touchCount)
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for i=1,Input.touchCount do
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local single = Input.GetTouch(i-1)
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if(single.phase == TouchPhase.Ended)then
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local x,y = LuaGameObject.GetTouchPosition(i-1,false)
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tempVector3:Set(x,y,0)
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break
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end
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end
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else
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local x,y,z = LuaGameObject.GetMousePosition()
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tempVector3:Set(x,y,z)
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end
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local x,y,z = LuaGameObject.ScreenToWorldPointByVector3(uiCamera,tempVector3);
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tempVector3:Set(x, y, z)
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x,y,z = LuaGameObject.InverseTransformPointByVector3(instance.gameObject.transform,tempVector3)
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tempVector3:Set(x, y, z)
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instance.lPos = tempVector3
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instance:PlayUIEffect(EffectMap.UI.UIPoint, instance.gameObject, true,instance.resourceLoadSus,instance)
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end
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function ClickEffectView.resourceLoadSus( eObj,instance )
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-- body
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-- LogUtility.Info("resourceLoadSus")
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eObj.transform.localPosition = instance.lPos
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end
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function ClickEffectView:OnExit( )
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-- body
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ClickEffectView.super.OnExit(self)
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ClickEffectView.Instance = nil
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end
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function ClickEffectView.getInstance()
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-- body
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if(ClickEffectView.Instance == nil)then
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GameFacade.Instance:sendNotification(UIEvent.JumpPanel,{view = PanelConfig.ClickEffectView})
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end
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return ClickEffectView.Instance
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end
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function ClickEffectView.close( )
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-- body
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if(ClickEffectView.Instance ~= nil)then
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ClickEffectView.Instance:CloseSelf()
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end
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end
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function ClickEffectView:EnterHandUpMode()
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self.collider:SetActive(true);
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end
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function ClickEffectView:ExitHandUpMode()
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self.collider:SetActive(false);
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end |