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上阵功法添加拖动逻辑

lzx 1 天之前
父节点
当前提交
def23450de

+ 1 - 1
Assets/Res/UI/SkillSelectPanel/SkillSelectPanel.prefab

@@ -2351,7 +2351,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &4312954336915430647
 RectTransform:
   m_ObjectHideFlags: 0

+ 5 - 0
Assets/Scripts/GameUI/UI/CombatPanel/SkillKongWidget.cs

@@ -109,5 +109,10 @@ namespace Fort23.Mono
             SkillInfo = null;
             Text_Tips.gameObject.SetActive(false);
         }
+
+        // public void Gray()
+        // {
+        //     transform.Gray();
+        // }
     }
 }

+ 22 - 16
Assets/Scripts/GameUI/UI/CombatPanel/SkillSelectPanel.cs

@@ -406,18 +406,16 @@ namespace Fort23.Mono
 
 
             SkillKongWidget skillKongWidget1 = itemWidgetBasic as SkillKongWidget;
+            if (skillKongWidget1.SkillInfo == null)
+                return;
+
+
             isDraging = true;
             //记录当前选中的格子
             nowSkillKongWidget = skillKongWidget1;
 
-
+            nowSkillKongWidget.transform.Translucency();
             dianjiSkillKongWidget = skillKongWidget1;
-            // Btn_RemoveGongFa.transform.position = dianjiSkillKongWidget.RemovePos.position;
-            // Btn_RemoveGongFa.gameObject.SetActive(true);
-            // Btn_Info.transform.position = dianjiSkillKongWidget.InfoPos.position;
-            // Btn_Info.gameObject.SetActive(true);
-
-
             SelectSkill(nowSkillKongWidget.SkillInfo, false, false);
 
 
@@ -437,11 +435,11 @@ namespace Fort23.Mono
             if (nowSkillKongWidget1 == null)
                 return;
             Vector2 localPos;
-            //用于坐标转换的api
+
             RectTransformUtility.ScreenPointToLocalPointInRectangle(
-                transform.GetComponent<RectTransform>(), //希望得到坐标结果对象的 父对象
-                pointerEventData.position, //相当于 鼠标位置
-                pointerEventData.pressEventCamera, //相当于 UI摄像机
+                transform.GetComponent<RectTransform>(),
+                pointerEventData.position,
+                pointerEventData.pressEventCamera,
                 out localPos);
             nowSkillKongWidget1.transform.localPosition = localPos;
         }
@@ -450,20 +448,25 @@ namespace Fort23.Mono
         {
             LogTool.Log("结束拖动");
             isDraging = false;
+            nowSkillKongWidget?.transform.Opaque();
+            if (nowInSkillKongWidget == null)
+            {
+                CloseSelect();
+            }
 
             nowInSkillKongWidget?.OnPointerClick();
-            //结束拖动时 置空 
             nowSkillKongWidget = null;
+            if (nowInSkillKongWidget != null)
+            {
+                nowInSkillKongWidget.transform.localScale = Vector3.one;
+            }
+
             nowInSkillKongWidget = null;
 
-            // CloseSelect();
-            // BaoChun();
 
-            //结束拖动 
             if (nowSkillKongWidget1 == null)
                 return;
             nowSkillKongWidget1.own.SetActive(false);
-            // UIManager.Instance.DormancyGComponent(nowSkillKongWidget1);
             nowSkillKongWidget1 = null;
         }
 
@@ -474,6 +477,7 @@ namespace Fort23.Mono
             if (isDraging)
             {
                 nowInSkillKongWidget = itemWidgetBasic as SkillKongWidget;
+                nowInSkillKongWidget.transform.localScale = Vector3.one * 1.1f;
                 return;
             }
         }
@@ -484,6 +488,8 @@ namespace Fort23.Mono
             LogTool.Log("离开");
             if (isDraging)
             {
+                if (nowInSkillKongWidget != null)
+                    nowInSkillKongWidget.transform.localScale = Vector3.one;
                 nowInSkillKongWidget = null;
                 return;
             }