小兵修改提交
parent
c045cff577
commit
0c757c4348
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m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_RaycastTarget: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
|
||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
|
||||
m_Sprite: {fileID: 0}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
m_FillMethod: 4
|
||||
m_FillAmount: 1
|
||||
m_FillClockwise: 1
|
||||
m_FillOrigin: 0
|
||||
m_UseSpriteMesh: 0
|
||||
--- !u!1 &2312905949228558544
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -1710,6 +1785,7 @@ RectTransform:
|
|||
m_Children:
|
||||
- {fileID: 6872038068621434644}
|
||||
- {fileID: 410176051671839810}
|
||||
- {fileID: 1050263369020738955}
|
||||
m_Father: {fileID: 1244607052290142894}
|
||||
m_RootOrder: 1
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
|
@ -3759,6 +3835,80 @@ MonoBehaviour:
|
|||
m_VerticalOverflow: 1
|
||||
m_LineSpacing: 1
|
||||
m_Text: "\u751F\u547D"
|
||||
--- !u!1 &5359718275926829076
|
||||
GameObject:
|
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m_ObjectHideFlags: 0
|
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m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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serializedVersion: 6
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m_Component:
|
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- component: {fileID: 6638262113263094987}
|
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- component: {fileID: 6090650896046148916}
|
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- component: {fileID: 5134674922044770004}
|
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m_Layer: 5
|
||||
m_Name: skillIcon
|
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m_TagString: Untagged
|
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m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &6638262113263094987
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 5359718275926829076}
|
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 1050263369020738955}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 100, y: 100}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &6090650896046148916
|
||||
CanvasRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 5359718275926829076}
|
||||
m_CullTransparentMesh: 0
|
||||
--- !u!114 &5134674922044770004
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 5359718275926829076}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_RaycastTarget: 1
|
||||
m_OnCullStateChanged:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
|
||||
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
|
||||
m_Sprite: {fileID: 0}
|
||||
m_Type: 0
|
||||
m_PreserveAspect: 0
|
||||
m_FillCenter: 1
|
||||
m_FillMethod: 4
|
||||
m_FillAmount: 1
|
||||
m_FillClockwise: 1
|
||||
m_FillOrigin: 0
|
||||
m_UseSpriteMesh: 0
|
||||
--- !u!1 &5403624577458967048
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -6136,7 +6286,7 @@ MonoBehaviour:
|
|||
m_RichText: 1
|
||||
m_HorizontalOverflow: 0
|
||||
m_VerticalOverflow: 1
|
||||
m_LineSpacing: 1
|
||||
m_LineSpacing: 0.9
|
||||
m_Text: New Text
|
||||
--- !u!114 &1321810668871071889
|
||||
MonoBehaviour:
|
||||
|
|
|
|||
|
|
@ -3415,6 +3415,22 @@ PropertyType = {
|
|||
[5] = "时空",
|
||||
}
|
||||
|
||||
PropertyType2 = {
|
||||
[0] = "全部神将",
|
||||
[1] = "人系神将额外",
|
||||
[2] = "佛系神将额外",
|
||||
[3] = "妖系神将额外",
|
||||
[4] = "道系神将额外",
|
||||
[5] = "时空神将额外",
|
||||
}
|
||||
ProfessionType2 = {
|
||||
[0] = "全部神将",
|
||||
[1] = "肉盾神将额外",
|
||||
[2] = "输出神将额外",
|
||||
[3] = "控制神将额外",
|
||||
[4] = "辅助神将额外",
|
||||
}
|
||||
|
||||
ProfessionType = {
|
||||
[0] = "全部",
|
||||
[1] = "肉盾",
|
||||
|
|
|
|||
|
|
@ -1397,14 +1397,14 @@ function this.OnUIOpen(id)
|
|||
end
|
||||
-- 引导结束再显示小手
|
||||
function this.OnFuncGuideDone()
|
||||
this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
||||
--this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
||||
end
|
||||
-- 设置挑战按钮文字
|
||||
function this.SetFightBtnText()
|
||||
this.fightLock:SetActive(false)
|
||||
this.fightSaoGuang:SetActive(true)
|
||||
-- 没在主线引导种就显示小手
|
||||
this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
||||
--this.fightGuideEffect:SetActive(not GuideManager.IsInMainGuide() and not GuideManager.IsFunctionGuideExist())
|
||||
local isPass = FightPointPassManager.IsCanFight(FightPointPassManager.curOpenFight)
|
||||
if not isCounting then
|
||||
if not isPass then
|
||||
|
|
@ -1538,6 +1538,11 @@ function FightPointPassMainPanel:OnSortingOrderChange()
|
|||
for i=1, #soliderPreList do
|
||||
Util.SetParticleSortLayer(soliderPreList[i].effect, orginLayer+2)
|
||||
end
|
||||
|
||||
local haveNum=BagManager.GetItemCountById(tonumber(cost[1]))
|
||||
this.costTxt.text=haveNum
|
||||
this.chouRed:SetActive(haveNum>0)
|
||||
this.fightGuideEffect:SetActive(haveNum>0)
|
||||
end
|
||||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
|
|
|
|||
|
|
@ -241,6 +241,10 @@ function SmallSoldierInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
local powerDownTxt=Util.GetGameObject(go, "infoObj/powerImg/changeValueDown"):GetComponent("Text")
|
||||
local powerUp=Util.GetGameObject(go, "infoObj/powerImg/changeValueUp")
|
||||
local powerUpTxt=Util.GetGameObject(go, "infoObj/powerImg/changeValueUp"):GetComponent("Text")
|
||||
local skillBg=Util.GetGameObject(go, "skillObj/skillBG"):GetComponent("Image")
|
||||
local skillIcon=Util.GetGameObject(go, "skillObj/skillBG/skillIcon"):GetComponent("Image")
|
||||
skillBg.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(config.Quality))
|
||||
skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(config.SkillImage))
|
||||
if _type==1 then
|
||||
title.text=config.Name
|
||||
elseif _type==2 then
|
||||
|
|
@ -256,7 +260,7 @@ function SmallSoldierInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
for i=1,#config.PropertyName do
|
||||
local aa=config.PropertyName[i]
|
||||
if aa[2] and aa[2]>0 and aa[1] then
|
||||
skillStr=skillStr..PropertyType[aa[1]].."神将+".. aa[2]/100 .. "% "
|
||||
skillStr=skillStr..PropertyType2[aa[1]].."+".. aa[2]/100 .. "%神兵基础属性\n "
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -264,7 +268,7 @@ function SmallSoldierInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
for i=1,#config.Profession do
|
||||
local aa=config.Profession[i]
|
||||
if aa[2] and aa[2]>0 and aa[1] then
|
||||
skillStr=skillStr..ProfessionType[aa[1]].."神将+".. aa[2]/100 .. "% "
|
||||
skillStr=skillStr..ProfessionType2[aa[1]].."+".. aa[2]/100 .. "%神兵基础属性\n "
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
|||
|
|
@ -210,8 +210,11 @@ function SmallSoldierLvInfoPanel:ShowLeftTime()
|
|||
if leftTime<=0 then
|
||||
SmallSoldierManager.upEndTime=0
|
||||
SmallSoldierManager.level=SmallSoldierManager.level+1
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
SmallSoldierManager.upEndTime=0
|
||||
if self.timer then
|
||||
self.timer:Stop()
|
||||
self.timer = nil
|
||||
end
|
||||
self:OnShow()
|
||||
end
|
||||
end, 1, -1, true)
|
||||
|
|
|
|||
|
|
@ -87,7 +87,11 @@ function SmallSoldierUpFigthInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
local grid=Util.GetGameObject(go, "infoObj/proGrid")
|
||||
local skillObj=Util.GetGameObject(go, "skillObj")
|
||||
local skillinfo=Util.GetGameObject(go, "skillObj/Text"):GetComponent("Text")
|
||||
local skillBg=Util.GetGameObject(go, "skillObj/skillBG"):GetComponent("Image")
|
||||
local skillIcon=Util.GetGameObject(go, "skillObj/skillBG/skillIcon"):GetComponent("Image")
|
||||
local config=ConfigManager.GetConfigData(ConfigName.SoldiersSetting,data.id)
|
||||
skillBg.sprite=self.spLoader:LoadSprite(GetQuantityImageByquality(config.Quality))
|
||||
skillIcon.sprite=self.spLoader:LoadSprite(GetResourcePath(config.SkillImage))
|
||||
if _type==1 then
|
||||
title.text=config.Name
|
||||
elseif _type==2 then
|
||||
|
|
@ -103,7 +107,7 @@ function SmallSoldierUpFigthInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
for i=1,#config.PropertyName do
|
||||
local aa=config.PropertyName[i]
|
||||
if aa[2] and aa[2]>0 and aa[1] then
|
||||
skillStr=skillStr..PropertyType[aa[1]].."神将+".. aa[2]/100 .. "% "
|
||||
skillStr=skillStr..PropertyType2[aa[1]].."+".. aa[2]/100 .. "%神兵基础属性\n "
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -111,7 +115,7 @@ function SmallSoldierUpFigthInfoPanel:ShwoSoliderInfo(go,data,_type)
|
|||
for i=1,#config.Profession do
|
||||
local aa=config.Profession[i]
|
||||
if aa[2] and aa[2]>0 and aa[1] then
|
||||
skillStr=skillStr..ProfessionType[aa[1]].."神将+".. aa[2]/100 .. "% "
|
||||
skillStr=skillStr..ProfessionType2[aa[1]].."+".. aa[2]/100 .. "%神兵基础属性\n "
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
|||
Loading…
Reference in New Issue