wuwangdong hace 4 años
padre
commit
a7862a77e3

+ 168 - 0
assets/effects/sprite-logo-flash.effect

@@ -0,0 +1,168 @@
+// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.  
+ 
+CCEffect %{
+  techniques:
+  - passes:
+    - vert: vs
+      frag: fs
+      blendState:
+        targets:
+        - blend: true
+      rasterizerState:
+        cullMode: none
+      properties:
+        texture: { value: white }
+        alphaThreshold: { value: 0.5 }     
+        sys_time: { value: 0.1, editor: { tooltip: '频率' } }
+       
+}%
+ 
+ 
+CCProgram vs %{
+  precision highp float;
+ 
+  #include <cc-global>
+  #include <cc-local>
+ 
+  in vec3 a_position;
+  in vec4 a_color;
+  out vec4 v_color;
+ 
+  #if USE_TEXTURE
+  in vec2 a_uv0;
+  out vec2 v_uv0;
+  #endif
+ 
+  void main () {
+    vec4 pos = vec4(a_position, 1);
+ 
+    #if CC_USE_MODEL
+    pos = cc_matViewProj * cc_matWorld * pos;
+    #else
+    pos = cc_matViewProj * pos;
+    #endif
+ 
+    #if USE_TEXTURE
+    v_uv0 = a_uv0;
+    #endif
+ 
+    v_color = a_color;
+ 
+    gl_Position = pos;
+  }
+}%
+ 
+ 
+CCProgram fs %{
+  precision highp float;
+  
+  #include <cc-global>
+  #include <texture>
+  #include <alpha-test>
+
+  in vec4 v_color;
+ 
+  in vec2 v_uv0;
+  uniform sampler2D texture;
+  
+  // 自定义属性
+  uniform Properties {
+    float sys_time;		// 频率
+  };
+  
+  float inFlash(float angle, vec2 uv, float xLength, float interval, float beginTime, float offX, float loopTime){
+  
+        //亮度值
+		float brightness = 0.0;			
+		//倾斜角
+		float angleInRed = 0.0174444 * angle;
+		
+		//当前时间
+	    float currentTime = sys_time/interval;
+		
+		//获取本次光照的起始时间
+	    //float currentTimeInt = floor(currentTime/interval) -1.0;
+	    //currentTimeInt *= interval;
+		
+		//获取本次光照的流逝时间 = 当前时间 - 起始时间
+		//float currentTimePassed = currentTime - currentTimeInt;
+		
+		if(currentTime > beginTime)
+		{
+		    //底部左边界和右边界
+			float xBottomLeftBound;
+			float xBottomRightBound;
+			
+			//此点边界
+			float xPointLeftBound;
+		    float xPointRightBound;
+			
+			float x0 = currentTime - beginTime;
+		    x0 /= loopTime;
+			
+			//设置右边界
+			xBottomRightBound = x0;
+
+			//设置左边界
+			xBottomLeftBound = x0 - xLength;
+			
+			//投影至x的长度 = y/tan(angle)
+			float xProjL = (uv.y)/tan(angleInRed);
+			
+			//此点的左边界 = 底部左边界 - 投影至x的长度
+			xPointLeftBound = xBottomLeftBound - xProjL;
+			//此点的右边界 = 底部右边界 - 投影至x的长度
+			xPointRightBound = xBottomRightBound - xProjL;
+
+			//边界加上一个偏移
+			xPointLeftBound += offX;
+			xPointRightBound += offX;
+			
+			//如果该点在区域内
+			if(uv.x > xPointLeftBound && uv.x < xPointRightBound)
+			{
+				//得到发光区域的中心点
+				float midness = (xPointLeftBound + xPointRightBound)/2.0;
+
+				//趋近中心点的程度,0表示位于边缘, 1 表示位于中心点
+				float rate = (xLength - 2.0 * abs(uv.x - midness)) / (xLength);
+				brightness = rate;
+			}
+
+		}
+		
+		brightness = max(brightness, 0.0);
+
+		//返回颜色 = 纯白色 * 亮度
+		//vec4 col = vec4 (1,1,1,1) * brightness;
+		return brightness;
+  
+  
+  }
+  	
+  void main () {
+    // 保存顶点颜色
+    vec4 color = v_color;
+    
+    // 叠加纹理颜色
+    color *= texture(texture, v_uv0);
+	
+	vec4 outp;
+	//传进i.uv等参数,得到亮度值
+	float tmpBrightness;
+	tmpBrightness = inFlash(60.0, v_uv0, 0.15, 3.0, 1.0, 0.15, 0.5);
+
+
+	//图像区域,判定设置为颜色的A >0.5, 输出为材质颜色 + 光亮值
+	if(color.w >0.5)
+	{
+		outp = color + vec4(1,1,1,1) * tmpBrightness/1.5;
+	}
+	else
+	{
+		outp = vec4(0,0,0,0);
+	}
+					
+	gl_FragColor = outp;
+  }
+}%

+ 17 - 0
assets/effects/sprite-logo-flash.effect.meta

@@ -0,0 +1,17 @@
+{
+  "ver": "1.0.25",
+  "uuid": "f3720e68-2910-4fe5-a965-7eb3a9c30d57",
+  "compiledShaders": [
+    {
+      "glsl1": {
+        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
+        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform float sys_time;\nfloat inFlash(float angle, vec2 uv, float xLength, float interval, float beginTime, float offX, float loopTime){\n  float brightness = 0.0;\n  float angleInRed = 0.0174444 * angle;\n    float currentTime = sys_time/interval;\n  if(currentTime > beginTime)\n  {\n    float xBottomLeftBound;\n    float xBottomRightBound;\n    float xPointLeftBound;\n      float xPointRightBound;\n    float x0 = currentTime - beginTime;\n      x0 /= loopTime;\n    xBottomRightBound = x0;\n    xBottomLeftBound = x0 - xLength;\n    float xProjL = (uv.y)/tan(angleInRed);\n    xPointLeftBound = xBottomLeftBound - xProjL;\n    xPointRightBound = xBottomRightBound - xProjL;\n    xPointLeftBound += offX;\n    xPointRightBound += offX;\n    if(uv.x > xPointLeftBound && uv.x < xPointRightBound)\n    {\n      float midness = (xPointLeftBound + xPointRightBound)/2.0;\n      float rate = (xLength - 2.0 * abs(uv.x - midness)) / (xLength);\n      brightness = rate;\n    }\n  }\n  brightness = max(brightness, 0.0);\n  return brightness;\n}\nvoid main () {\n  vec4 color = v_color;\n  color *= texture2D(texture, v_uv0);\nvec4 outp;\nfloat tmpBrightness;\ntmpBrightness = inFlash(60.0, v_uv0, 0.15, 3.0, 1.0, 0.15, 0.5);\nif(color.w >0.5)\n{\n  outp = color + vec4(1,1,1,1) * tmpBrightness/1.5;\n}\nelse\n{\n  outp = vec4(0,0,0,0);\n}\ngl_FragColor = outp;\n}"
+      },
+      "glsl3": {
+        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
+        "frag": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\n#if USE_ALPHA_TEST\n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  };\n#endif\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform Properties {\n  float sys_time;\n};\nfloat inFlash(float angle, vec2 uv, float xLength, float interval, float beginTime, float offX, float loopTime){\n  float brightness = 0.0;\n  float angleInRed = 0.0174444 * angle;\n    float currentTime = sys_time/interval;\n  if(currentTime > beginTime)\n  {\n    float xBottomLeftBound;\n    float xBottomRightBound;\n    float xPointLeftBound;\n      float xPointRightBound;\n    float x0 = currentTime - beginTime;\n      x0 /= loopTime;\n    xBottomRightBound = x0;\n    xBottomLeftBound = x0 - xLength;\n    float xProjL = (uv.y)/tan(angleInRed);\n    xPointLeftBound = xBottomLeftBound - xProjL;\n    xPointRightBound = xBottomRightBound - xProjL;\n    xPointLeftBound += offX;\n    xPointRightBound += offX;\n    if(uv.x > xPointLeftBound && uv.x < xPointRightBound)\n    {\n      float midness = (xPointLeftBound + xPointRightBound)/2.0;\n      float rate = (xLength - 2.0 * abs(uv.x - midness)) / (xLength);\n      brightness = rate;\n    }\n  }\n  brightness = max(brightness, 0.0);\n  return brightness;\n}\nvoid main () {\n  vec4 color = v_color;\n  color *= texture(texture, v_uv0);\nvec4 outp;\nfloat tmpBrightness;\ntmpBrightness = inFlash(60.0, v_uv0, 0.15, 3.0, 1.0, 0.15, 0.5);\nif(color.w >0.5)\n{\n  outp = color + vec4(1,1,1,1) * tmpBrightness/1.5;\n}\nelse\n{\n  outp = vec4(0,0,0,0);\n}\ngl_FragColor = outp;\n}"
+      }
+    }
+  ],
+  "subMetas": {}
+}

+ 17 - 0
assets/materials/sprite-logo-flash.mtl

@@ -0,0 +1,17 @@
+{
+  "__type__": "cc.Material",
+  "_name": "sprite-logo-flash",
+  "_objFlags": 0,
+  "_native": "",
+  "_effectAsset": {
+    "__uuid__": "f3720e68-2910-4fe5-a965-7eb3a9c30d57"
+  },
+  "_techniqueIndex": 0,
+  "_techniqueData": {
+    "0": {
+      "defines": {
+        "USE_TEXTURE": true
+      }
+    }
+  }
+}

+ 6 - 0
assets/materials/sprite-logo-flash.mtl.meta

@@ -0,0 +1,6 @@
+{
+  "ver": "1.0.3",
+  "uuid": "2f870942-0c63-4c56-862e-0718c3b8ca52",
+  "dataAsSubAsset": null,
+  "subMetas": {}
+}

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 258 - 242
assets/resources/game/coregame/coregame.prefab


+ 2 - 2
assets/resources/module/reward/reward.prefab

@@ -3820,8 +3820,8 @@
         0,
         0,
         1,
-        1,
-        1,
+        1.2,
+        1.2,
         1
       ]
     },

+ 2386 - 0
assets/resources/module/speedUpUI/productReward2.prefab

@@ -0,0 +1,2386 @@
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+    "_color": {
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+    "sync": false
+  },
+  {
+    "__type__": "cc.Layout",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 39
+    },
+    "_enabled": false,
+    "_layoutSize": {
+      "__type__": "cc.Size",
+      "width": 200,
+      "height": 200
+    },
+    "_resize": 0,
+    "_N$layoutType": 1,
+    "_N$cellSize": {
+      "__type__": "cc.Size",
+      "width": 40,
+      "height": 40
+    },
+    "_N$startAxis": 0,
+    "_N$paddingLeft": 0,
+    "_N$paddingRight": 0,
+    "_N$paddingTop": 0,
+    "_N$paddingBottom": 0,
+    "_N$spacingX": 5,
+    "_N$spacingY": 0,
+    "_N$verticalDirection": 1,
+    "_N$horizontalDirection": 0,
+    "_N$affectedByScale": false,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "e315a4ee-0591-45b7-aac6-949ee3845f4d"
+    },
+    "fileId": "69IDcYcmJOY6vLjVJCqFQ3",
+    "sync": false
+  },
+  {
+    "__type__": "cc.Sprite",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 3
+    },
+    "_enabled": true,
+    "_materials": [
+      {
+        "__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
+      }
+    ],
+    "_srcBlendFactor": 770,
+    "_dstBlendFactor": 771,
+    "_spriteFrame": {
+      "__uuid__": "5bb7db0c-36f9-42c2-a664-c982a39d1553"
+    },
+    "_type": 0,
+    "_sizeMode": 1,
+    "_fillType": 0,
+    "_fillCenter": {
+      "__type__": "cc.Vec2",
+      "x": 0,
+      "y": 0
+    },
+    "_fillStart": 0,
+    "_fillRange": 0,
+    "_isTrimmedMode": true,
+    "_atlas": null,
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "e315a4ee-0591-45b7-aac6-949ee3845f4d"
+    },
+    "fileId": "9c8E9p6sFLk7P8/ZrnFx2o",
+    "sync": false
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "e315a4ee-0591-45b7-aac6-949ee3845f4d"
+    },
+    "fileId": "8eHnXFOgNC85IYHAAOsoCZ",
+    "sync": false
+  },
+  {
+    "__type__": "cc.Widget",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "alignMode": 1,
+    "_target": null,
+    "_alignFlags": 45,
+    "_left": 0,
+    "_right": 0,
+    "_top": 0,
+    "_bottom": 0,
+    "_verticalCenter": 0,
+    "_horizontalCenter": 0,
+    "_isAbsLeft": true,
+    "_isAbsRight": true,
+    "_isAbsTop": true,
+    "_isAbsBottom": true,
+    "_isAbsHorizontalCenter": true,
+    "_isAbsVerticalCenter": true,
+    "_originalWidth": 0,
+    "_originalHeight": 0,
+    "_id": ""
+  },
+  {
+    "__type__": "58495/rJOBNGoxELFSp8G2a",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "color": {
+      "__type__": "cc.Color",
+      "r": 0,
+      "g": 0,
+      "b": 0,
+      "a": 180
+    },
+    "design_block_node": null,
+    "bClickClose": false,
+    "onComplete": [],
+    "_id": ""
+  },
+  {
+    "__type__": "ac053zwqaRD6IJmTlQWmefZ",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "effect_par": {
+      "__id__": 2
+    },
+    "open_effect": 1,
+    "isOpenCloseEffect": true,
+    "close_effect": 1,
+    "close_toPoint": "",
+    "close_uibg": false,
+    "isDelayOneFrame": false,
+    "_id": ""
+  },
+  {
+    "__type__": "e63d7pMKM1CTrdeSMc1OrBc",
+    "_name": "",
+    "_objFlags": 0,
+    "node": {
+      "__id__": 1
+    },
+    "_enabled": true,
+    "lbl_value": [
+      {
+        "__id__": 45
+      },
+      {
+        "__id__": 53
+      },
+      {
+        "__id__": 57
+      }
+    ],
+    "_id": ""
+  },
+  {
+    "__type__": "cc.PrefabInfo",
+    "root": {
+      "__id__": 1
+    },
+    "asset": {
+      "__uuid__": "e315a4ee-0591-45b7-aac6-949ee3845f4d"
+    },
+    "fileId": "",
+    "sync": false
+  }
+]

+ 8 - 0
assets/resources/module/speedUpUI/productReward2.prefab.meta

@@ -0,0 +1,8 @@
+{
+  "ver": "1.2.9",
+  "uuid": "e315a4ee-0591-45b7-aac6-949ee3845f4d",
+  "optimizationPolicy": "AUTO",
+  "asyncLoadAssets": false,
+  "readonly": false,
+  "subMetas": {}
+}

+ 29 - 0
assets/script/game/game/LogoShader.ts

@@ -0,0 +1,29 @@
+
+
+const { ccclass, property } = cc._decorator;
+
+@ccclass
+export default class LogoShader extends cc.Component {
+
+    @property({type: cc.Sprite})
+    private sp: cc.Sprite = null;
+
+    private mat_logo: cc.MaterialVariant = null;
+    private time: number = 0;
+    
+    onLoad(){
+        this.mat_logo = this.sp.getMaterial(0);
+        this.time = this.mat_logo.getProperty('sys_time', 0);
+    }
+
+    update(dt)
+    {
+        this.time += 0.01;
+        let t = this.mat_logo.getProperty('sys_time', 0);
+        this.mat_logo.setProperty('sys_time', this.time);
+        if(this.time>= 4)
+        {
+            this.time = 0;
+        }
+    }
+}

+ 9 - 0
assets/script/game/game/LogoShader.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "9f746e81-db9f-4c48-b4b6-90933e027f0b",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

+ 38 - 0
assets/script/game/module/speedUpUI/ProductReward2.ts

@@ -0,0 +1,38 @@
+import Util from "../../../before/util/Util";
+
+const { ccclass, property } = cc._decorator;
+
+@ccclass
+export default class ProductReward2 extends cc.Component {
+
+    @property({displayName: '数字组', type: cc.Label})
+    private lbl_value: cc.Label[] = [];
+
+    start(){
+
+        this.showChangePart();
+
+    }
+
+    showChangePart() {
+        //this.changePart.active = true
+        let len = this.lbl_value.length;
+        this.schedule(() => {
+            for (var i = 0; i < len; i++) {
+                let ran = Util.rnd(0, 9);
+                this.lbl_value[i].string = `${ran}`;
+            }
+        }, 0.1)
+    }
+
+
+    private clickVideoBtn()
+    {
+        mk.audio.playEffect("button");
+    }
+
+    private clickCloseBtn()
+    {
+        mk.audio.playEffect("closeButton");
+    }
+}

+ 9 - 0
assets/script/game/module/speedUpUI/ProductReward2.ts.meta

@@ -0,0 +1,9 @@
+{
+  "ver": "1.0.8",
+  "uuid": "e63d7a4c-28cd-424e-b75e-48c7353ab05c",
+  "isPlugin": false,
+  "loadPluginInWeb": true,
+  "loadPluginInNative": true,
+  "loadPluginInEditor": false,
+  "subMetas": {}
+}

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