昨天在网上找了一些资源图片,这回就不用担心 背景资源不多的问题了,现在我一边 制作,一边发布文章。
各种各样,500多个,这里还是特别感谢 ,万恶的资本主义,不设密码就给我分享。
在制作前,大家看下这里的图片,和我之前的图片规格,有点不一样,他们大了一号。
细心的朋友,可以拿这张 ,和我 之前的图比较下。
哎,为了这500多张的 图,我也只能稍微改改 切图了,但做法都是一样的。
里面有一些 动画图,需要切一下,我推荐
这个软件,360会认为木马,其实没什么事情的,看你自己了。
很方便吧,其实 不用切,改下程序也可以,不过我懒。。。。。。
u3d中也是按16*16格子切,当然最后就有48张图了。
好了,前期准备先说到这里,下面 开始 编写代码
using UnityEngine; using System.Collections; using UnityEngine.UI; using LitJson; using System; public class myDown : MonoBehaviour { public Transform trs; public Transform go; int _x, _y; void Start() { _x = go.GetComponent<ResourcesSprite>().Widths - 1; _y = go.GetComponent<ResourcesSprite>().Heights - 1; } void Update() { } void OnFingerDown(FingerDownEvent e) { /* your code here */ RaycastHitGet(e.Position); } void OnDrag(DragGesture gesture) { DragGesture dragGesture = (gesture.State == GestureRecognitionState.Ended) ? null : gesture; if (dragGesture) { RaycastHitGet(gesture.Position); } } void RaycastHitGet(Vector3 e) { RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(e), Vector2.zero); if (hit) { if (hit.collider.tag == "sence") { int type = 0; for (int i = 0; i < trs.childCount; i++) { if (trs.GetChild(i).GetComponent<Toggle>().isOn) { type = i; } } switch (type) { case 0: OnOneFourthFind(hit.collider.transform, "play0"); break; case 1: OnOneFourthFind(hit.collider.transform, "play1"); break; case 2: OnOneFourthFind(hit.collider.transform, "play2"); break; case 3: OnOneFourthFind(hit.collider.transform, "play3"); break; case 4: OnOneFourthFind(hit.collider.transform, "play4"); break; case 5: OnOneFourthFind(hit.collider.transform, "play5"); break; case 6: OnOneFourthFind(hit.collider.transform, "play6"); break; case 7: OnOneFourthFind(hit.collider.transform, "play7"); break; case 8: OnOneFourthFind(hit.collider.transform, "play8"); break; case 9: OnOneFourthFind(hit.collider.transform, "play9"); break; case 10: OnOneFourthFind(hit.collider.transform, "play10"); break; case 11: OnOneFourthFind(hit.collider.transform, "play11"); break; case 12: OnOneFourthFind(hit.collider.transform, "play12"); break; case 13: OnOneFourthFind(hit.collider.transform, "play13"); break; case 14: OnOneFourthFind(hit.collider.transform, "play14"); break; case 15: OnOneFourthFind(hit.collider.transform, "play15"); break; case 16: OnOneFourthFind(hit.collider.transform, "play16"); break; case 17: OnOneFourthFind(hit.collider.transform, "play17"); break; case 18: OnOneFourthFind(hit.collider.transform, "play18"); break; case 19: OnOneFourthFind(hit.collider.transform, "play19"); break; case 20: OnOneFourthFind(hit.collider.transform, "play20"); break; case 21: OnOneFourthFind(hit.collider.transform, "play21"); break; case 22: OnOneFourthFind(hit.collider.transform, "play22"); break; case 23: OnOneFourthFind(hit.collider.transform, "play23"); break; case 24: OnOneFourthFind(hit.collider.transform, "play24"); break; case 25: OnOneFourthFind(hit.collider.transform, "play25"); break; case 26: OnOneFourthFind(hit.collider.transform, "play26"); break; case 27: OnOneFourthFind(hit.collider.transform, "play27"); break; case 28: OnOneFourthFind(hit.collider.transform, "play28"); break; case 29: OnOneFourthFind(hit.collider.transform, "play29"); break; case 30: OnOneFourthFind(hit.collider.transform, "play30"); break; case 31: OnOneFourthFind(hit.collider.transform, "play31"); break; case 32: OnOneFourthFind(hit.collider.transform, "play32"); break; default: break; } } } } //一对四 查找坐标 void OnOneFourthFind(Transform tr, string keys) { int[] st = new int[4]; st[0] = 12; st[1] = 17; st[2] = 42; st[3] = 47; for (int i = 0; i < 4; i++) { AutoTileShow autoTileShow1 = tr.GetChild(i).GetComponent<AutoTileShow>(); autoTileShow1.keys = keys; autoTileShow1.Weight = st[i]; } tr.GetComponent<keyRoot>().keys = keys; string[] bit = OnWeightRange(tr); ArrayList arr = OnWeightRangeTr(bit, tr); arr.Add(tr); for (int ii = 0; ii < arr.Count; ii++) { Transform aa = arr[ii] as Transform; OnWeightNumberFind(aa, aa.GetComponent<keyRoot>().keys); } } //八方向对象获得 ArrayList OnWeightRangeTr(string[] bit, Transform tts) { uint[] bbt = new uint[8]; ArrayList arr = new ArrayList(); for (int i = 0; i < 8; i++) { if (bit[i] != "0") { arr.Add(tts.parent.Find(bit[i])); } } return arr; } //八方向范围获得 string[] OnWeightRange(Transform tts) { string[] tt = tts.name.Split(','); int xx = int.Parse(tt[0].ToString()); int yy = int.Parse(tt[1].ToString()); string[] bit = new string[8]; bit[0] = (xx - 1) + "," + (yy + 1); bit[1] = xx + "," + (yy + 1); bit[2] = (xx + 1) + "," + (yy + 1); bit[3] = (xx + 1) + "," + (yy); bit[4] = (xx + 1) + "," + (yy - 1); bit[5] = xx + "," + (yy - 1); bit[6] = (xx - 1) + "," + (yy - 1); bit[7] = (xx - 1) + "," + yy; if (xx == 0) { bit[0] = "0"; bit[6] = "0"; bit[7] = "0"; } if (xx == _x) { bit[2] = "0"; bit[3] = "0"; bit[4] = "0"; } if (yy == 0) { bit[4] = "0"; bit[5] = "0"; bit[6] = "0"; } if (yy == _y) { bit[0] = "0"; bit[1] = "0"; bit[2] = "0"; } return bit; } //权值检索 void OnWeightNumberFind(Transform tts, string keys) { string[] bit = OnWeightRange(tts); uint[] bbt = new uint[8]; for (int i = 0; i < 8; i++) { if (bit[i] != "0") { if (tts.parent.Find(bit[i]).GetComponent<keyRoot>().keys == keys) { bbt[i] = OnConvert(i); } else { bbt[i] = 0; } } else { bbt[i] = 0; } } uint tb = 0; for (int i = 0; i < 8; i++) { tb |= bbt[i]; } for (int k = 0; k < 4; k++) { tts.GetChild(k).GetComponent<AutoTileShow>().Weight = (int)(GameModel.getInstance().weightSprite[tb][k]); tts.GetChild(k).GetComponent<AutoTileShow>().open = true; } } //转换 uint OnConvert(int i) { uint ty = 0; switch (i) { case 0: ty = 1; break; case 1: ty = 2; break; case 2: ty = 4; break; case 3: ty = 8; break; case 4: ty = 16; break; case 5: ty = 32; break; case 6: ty = 64; break; case 7: ty = 128; break; } return ty; } }
using UnityEngine; using System.Collections; public class AutoTileShow : MonoBehaviour { int i = 0; private Sprite m_Image; public bool open = true; Sprite[] sp; void Start() { if (!gameObject.GetComponent<SpriteRenderer>()) { m_Image = gameObject.AddComponent<SpriteRenderer>().sprite; } sp = new Sprite[4];//图片数据临时存放 } float timebattle; public string keys; public int Weight; int maxTotal = 4; void Update() { timebattle -= Time.deltaTime; if (timebattle <= 0) { timebattle = .2f;//闪烁频率 if (open) { switch (keys) { case "play0": case "play2": case "play3": case "play4": case "play5": case "play6": case "play7": case "play8": case "play9": case "play10": case "play11": case "play12": case "play13": case "play14": case "play15": case "play16": case "play17": case "play18": case "play19": case "play20": case "play21": case "play22": case "play23": maxTotal = 1; break; case "play24": case "play25": maxTotal = 3; break; case "play26": case "play27": case "play28": case "play29": case "play30": case "play31": case "play32": maxTotal = 4; break; default: break; } sp = OnDirectionAutoTile(keys, Weight); open = false; } if (i > maxTotal - 1) { i = 0; } m_Image = sp[i]; gameObject.GetComponent<SpriteRenderer>().sprite = m_Image; i++; } } public Sprite[] OnDirectionAutoTile(string key, int number) { Sprite[] mapTile = new Sprite[4]; mapTile = GameModel.getInstance()._TileSprite[number + "," + key]; return mapTile; } }
这么一贴,估计没几个朋友有兴趣继续看下去了。
好吧。上demo
链接:http://pan.baidu.com/s/1hrdKyHm 密码:h6wl
有什么不懂的,可以在 年后10天,提问