Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
1243629056
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@ -2364,8 +2364,8 @@
|
||||||
[12363] = "即可<color=#C94943>激活30天月卡</color>",
|
[12363] = "即可<color=#C94943>激活30天月卡</color>",
|
||||||
[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?",
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[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?",
|
||||||
[12365] = "天宫秘宝",
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[12365] = "天宫秘宝",
|
||||||
[12366] = "<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分</color>",
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[12366] = "<color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分</color>,<color=#CC4325>可获取1980妖晶,邮件领取</color>",
|
||||||
[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color>",
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[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级,</color><color=#CC4325>可获取1980妖晶,邮件领取</color>",
|
||||||
[12368] = "等级购买成功",
|
[12368] = "等级购买成功",
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||||||
[12369] = "购买%s级,升至%s级",
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[12369] = "购买%s级,升至%s级",
|
||||||
[12370] = "升至%s级,可立即解锁%s件奖励",
|
[12370] = "升至%s级,可立即解锁%s件奖励",
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||||||
|
|
|
@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent()
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--self.mask = Util.GetGameObject(self.parent, "mask")
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--self.mask = Util.GetGameObject(self.parent, "mask")
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||||||
--self.mask:SetActive(false)
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--self.mask:SetActive(false)
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npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
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npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
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||||||
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26
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local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.16
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||||||
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
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self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
|
||||||
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
|
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
|
||||||
if SkeletonGraphic then
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if SkeletonGraphic then
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||||||
|
|
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@ -133,7 +133,7 @@ end
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||||||
|
|
||||||
--设置单个上阵英雄信息
|
--设置单个上阵英雄信息
|
||||||
function this.SetCardSingleData(o,monsterId, _pos)
|
function this.SetCardSingleData(o,monsterId, _pos)
|
||||||
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("t_biandui.xuanzhongkuang")
|
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
|
||||||
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
|
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
|
||||||
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
|
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
|
||||||
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
|
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")
|
||||||
|
|
|
@ -206,7 +206,7 @@ function this:OnOpen(_panelType,...)
|
||||||
panelType = _panelType
|
panelType = _panelType
|
||||||
if panelType == FORMATION_TYPE.EXPEDITION then
|
if panelType == FORMATION_TYPE.EXPEDITION then
|
||||||
for k,v in pairs(bgListGo) do
|
for k,v in pairs(bgListGo) do
|
||||||
v:GetComponent("Image").sprite = Util.LoadSprite("t_biandui.xuanzhongkuang")
|
v:GetComponent("Image").sprite = Util.LoadSprite("bd_xinkapaifan")
|
||||||
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
|
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
|
|
|
@ -61,6 +61,11 @@ function GuildCarDelayLootRecordPopup:OnShow()
|
||||||
table.insert(allLootRecordData,v)
|
table.insert(allLootRecordData,v)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
table.sort(allLootRecordData, function(a,b)
|
||||||
|
if (a and #a > 0) and (b and #b > 0) then
|
||||||
|
return a[1].time > b[1].time
|
||||||
|
end
|
||||||
|
end)
|
||||||
for i = 1, #recordPerList do
|
for i = 1, #recordPerList do
|
||||||
if allLootRecordData[i] and #allLootRecordData[i] > 0 then
|
if allLootRecordData[i] and #allLootRecordData[i] > 0 then
|
||||||
Util.GetGameObject(recordPerList[i], "titleImage/titleImage/titleText"):GetComponent("Text").text = this.TimeStampToDateString(allLootRecordData[i][1].time,2)
|
Util.GetGameObject(recordPerList[i], "titleImage/titleImage/titleText"):GetComponent("Text").text = this.TimeStampToDateString(allLootRecordData[i][1].time,2)
|
||||||
|
|
|
@ -2,6 +2,7 @@
|
||||||
local this = GuildSkillManager
|
local this = GuildSkillManager
|
||||||
local guildTechnology = ConfigManager.GetConfig(ConfigName.GuildTechnology)
|
local guildTechnology = ConfigManager.GetConfig(ConfigName.GuildTechnology)
|
||||||
local allGuildSkillData = {}--后端所有数据 根据 Profession 存 二维数组
|
local allGuildSkillData = {}--后端所有数据 根据 Profession 存 二维数组
|
||||||
|
this.UpdataHeroProList = {}
|
||||||
function this.Initialize()
|
function this.Initialize()
|
||||||
allGuildSkillData = {}
|
allGuildSkillData = {}
|
||||||
for _, configInfo in ConfigPairs(guildTechnology) do
|
for _, configInfo in ConfigPairs(guildTechnology) do
|
||||||
|
@ -46,7 +47,8 @@ function this.SetSkillDataLv(_Profession,_id,_lv)
|
||||||
allGuildSkillData[_Profession][_id].level = _lv
|
allGuildSkillData[_Profession][_id].level = _lv
|
||||||
allGuildSkillData[_Profession][_id].config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.GuildTechnology,"Profession",_Profession,"TechId",_id,"Level",_lv)
|
allGuildSkillData[_Profession][_id].config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.GuildTechnology,"Profession",_Profession,"TechId",_id,"Level",_lv)
|
||||||
--更新英雄战力属性
|
--更新英雄战力属性
|
||||||
HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡
|
-- HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡
|
||||||
|
this.UpdataHeroProList[_Profession] = _Profession
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--重置一种类型的公会技能数据
|
--重置一种类型的公会技能数据
|
||||||
|
|
|
@ -104,6 +104,7 @@ end
|
||||||
|
|
||||||
--界面打开时调用(用于子类重写)
|
--界面打开时调用(用于子类重写)
|
||||||
function GuildSkillUpLvPopup:OnOpen(_curIndex)
|
function GuildSkillUpLvPopup:OnOpen(_curIndex)
|
||||||
|
GuildSkillManager.UpdataHeroProList = {}
|
||||||
curIndex = _curIndex or 1
|
curIndex = _curIndex or 1
|
||||||
tabRedPotList = {}
|
tabRedPotList = {}
|
||||||
end
|
end
|
||||||
|
@ -248,6 +249,8 @@ end
|
||||||
--界面关闭时调用(用于子类重写)
|
--界面关闭时调用(用于子类重写)
|
||||||
function GuildSkillUpLvPopup:OnClose()
|
function GuildSkillUpLvPopup:OnClose()
|
||||||
tabRedPotList = {}
|
tabRedPotList = {}
|
||||||
|
HeroManager.UpdateHeroPowerProfession()--也许会卡
|
||||||
|
GuildSkillManager.UpdataHeroProList = {}
|
||||||
end
|
end
|
||||||
|
|
||||||
--界面销毁时调用(用于子类重写)
|
--界面销毁时调用(用于子类重写)
|
||||||
|
|
|
@ -776,10 +776,10 @@ function this.UpdateHeroPower()
|
||||||
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
|
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
function this.UpdateHeroPowerProfession(_Profession)
|
function this.UpdateHeroPowerProfession()
|
||||||
for _, v in pairs(heroDatas) do
|
for _, v in pairs(heroDatas) do
|
||||||
if v.heroConfig.Profession == _Profession then
|
if GuildSkillManager.UpdataHeroProList[v.heroConfig.Profession] then
|
||||||
-- LogGreen("v.dynamicId "..v.dynamicId)
|
LogGreen("v.dynamicId "..v.dynamicId)
|
||||||
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
|
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -236,7 +236,7 @@ function this:InitComponent()
|
||||||
this.btnWaiDi = Util.GetGameObject(this.gameObject, "scene/layer4/btnWaiDi")
|
this.btnWaiDi = Util.GetGameObject(this.gameObject, "scene/layer4/btnWaiDi")
|
||||||
this.btnColorfulWorld = Util.GetGameObject(this.gameObject, "scene/layer6/btnColorfulWorld")
|
this.btnColorfulWorld = Util.GetGameObject(this.gameObject, "scene/layer6/btnColorfulWorld")
|
||||||
this.btnWaiDi:SetActive(false)
|
this.btnWaiDi:SetActive(false)
|
||||||
this.btnCompoundHero = Util.GetGameObject(this.gameObject, "scene/layer4/btnCompoundHero")
|
this.btnCompoundHero = Util.GetGameObject(this.gameObject, "scene/layer3/btnCompoundHero")
|
||||||
|
|
||||||
this.operateIcon = {
|
this.operateIcon = {
|
||||||
[FUNCTION_OPEN_TYPE.SHOP] = this:AddFuncItem(this.btnShangdian, 50),
|
[FUNCTION_OPEN_TYPE.SHOP] = this:AddFuncItem(this.btnShangdian, 50),
|
||||||
|
@ -823,7 +823,7 @@ function this:BindEvent()
|
||||||
|
|
||||||
-- 巅峰
|
-- 巅峰
|
||||||
Util.AddClick(this.topMatchBtn, function()
|
Util.AddClick(this.topMatchBtn, function()
|
||||||
JumpManager.GoJump(57001)
|
UIManager.OpenPanel(UIName.ArenaTopMatchPanel)
|
||||||
end)
|
end)
|
||||||
this.BindRedPoint()
|
this.BindRedPoint()
|
||||||
end
|
end
|
||||||
|
@ -1409,7 +1409,8 @@ function this.TimeFormat()
|
||||||
SetTopMatchActive(false)
|
SetTopMatchActive(false)
|
||||||
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
|
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
|
||||||
SetTopMatchActive(true)
|
SetTopMatchActive(true)
|
||||||
local tempTime = baseInfo.endTime - PlayerManager.serverTime
|
local startTime = ArenaTopMatchManager.GetTopMatchTime()
|
||||||
|
local tempTime = startTime - PlayerManager.serverTime
|
||||||
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
|
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
|
||||||
else
|
else
|
||||||
SetTopMatchActive(true)
|
SetTopMatchActive(true)
|
||||||
|
|
|
@ -132,8 +132,14 @@ function this.TabAdapter(tab, index, status)
|
||||||
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
|
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
|
||||||
tabLab:GetComponent("Text").text = _TabData[index].name
|
tabLab:GetComponent("Text").text = _TabData[index].name
|
||||||
tabLab:GetComponent("Text").color = _TabFontColor[status]
|
tabLab:GetComponent("Text").color = _TabFontColor[status]
|
||||||
if _TabData[index].type ~= -1 and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) then
|
if _TabData[index].type ~= -1 then
|
||||||
tab.gameObject:SetActive(false)
|
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) and ActivityGiftManager.GetActivityOpenStatus( _TabData[index].type) then
|
||||||
|
tab.gameObject:SetActive(true)
|
||||||
|
else
|
||||||
|
tab.gameObject:SetActive(false)
|
||||||
|
end
|
||||||
|
else
|
||||||
|
tab.gameObject:SetActive(true)
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
@ -364,14 +364,17 @@ function this.SetInfoShow(go,data,rankType,Value0)
|
||||||
goldExper:GetComponent("Text").text = Language[12382]
|
goldExper:GetComponent("Text").text = Language[12382]
|
||||||
end
|
end
|
||||||
elseif rankType == RANK_TYPE.ARENA_RANK then
|
elseif rankType == RANK_TYPE.ARENA_RANK then
|
||||||
-- if data.personInfo.score and data.personInfo.score > 0 then
|
|
||||||
arenaScore:SetActive(true)
|
arenaScore:SetActive(true)
|
||||||
|
local str = ""
|
||||||
if Value0 then
|
if Value0 then
|
||||||
Value0:GetComponent("Text").text = "<size=40%>"..data.personInfo.name .."</size>"
|
Value0:GetComponent("Text").text = "<size=40%>"..data.userName .."</size>"
|
||||||
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = Language[12241] .. data.personInfo.score
|
|
||||||
else
|
|
||||||
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = Language[12241] .. data.score
|
|
||||||
end
|
end
|
||||||
|
if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
|
||||||
|
str = Language[12241] .. data.rankInfo.param1--data.param1
|
||||||
|
else
|
||||||
|
str = ""
|
||||||
|
end
|
||||||
|
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = str
|
||||||
-- end
|
-- end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -73,6 +73,7 @@ end
|
||||||
function this.OnShowData()
|
function this.OnShowData()
|
||||||
--获取穿戴宝物强化/精炼的最小等级
|
--获取穿戴宝物强化/精炼的最小等级
|
||||||
local minLv--最小等级
|
local minLv--最小等级
|
||||||
|
local maxlv --最大等级
|
||||||
for i = 1, #curHeroData.jewels do
|
for i = 1, #curHeroData.jewels do
|
||||||
local curEquipTreasureData = EquipTreasureManager.GetSingleEquipTreasreData(curHeroData.jewels[i])
|
local curEquipTreasureData = EquipTreasureManager.GetSingleEquipTreasreData(curHeroData.jewels[i])
|
||||||
if curTabIndex == 1 then
|
if curTabIndex == 1 then
|
||||||
|
@ -83,6 +84,13 @@ function this.OnShowData()
|
||||||
else
|
else
|
||||||
minLv = curEquipTreasureData.lv
|
minLv = curEquipTreasureData.lv
|
||||||
end
|
end
|
||||||
|
if maxlv then
|
||||||
|
if curEquipTreasureData.maxLv < maxlv then
|
||||||
|
maxlv = curEquipTreasureData.maxLv
|
||||||
|
end
|
||||||
|
else
|
||||||
|
maxlv = curEquipTreasureData.maxLv
|
||||||
|
end
|
||||||
this.hintInfo.text=Language[11799]
|
this.hintInfo.text=Language[11799]
|
||||||
elseif curTabIndex == 2 then
|
elseif curTabIndex == 2 then
|
||||||
if minLv then
|
if minLv then
|
||||||
|
@ -92,10 +100,18 @@ function this.OnShowData()
|
||||||
else
|
else
|
||||||
minLv = curEquipTreasureData.refineLv
|
minLv = curEquipTreasureData.refineLv
|
||||||
end
|
end
|
||||||
|
if maxlv then
|
||||||
|
if curEquipTreasureData.maxRefineLv < maxlv then
|
||||||
|
maxlv = curEquipTreasureData.maxRefineLv
|
||||||
|
end
|
||||||
|
else
|
||||||
|
maxlv = curEquipTreasureData.maxRefineLv
|
||||||
|
end
|
||||||
this.hintInfo.text=Language[11800]
|
this.hintInfo.text=Language[11800]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
LogBlue("minLv:"..minLv)
|
LogBlue("minLv:"..minLv)
|
||||||
|
LogBlue("maxlv:"..maxlv)
|
||||||
curJewelResonanceConfig = nil
|
curJewelResonanceConfig = nil
|
||||||
nextJewelResonanceConfig = nil
|
nextJewelResonanceConfig = nil
|
||||||
local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
|
local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
|
||||||
|
@ -115,7 +131,7 @@ function this.OnShowData()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--获取下一级强化/精炼 大师等级数据
|
--获取下一级强化/精炼 大师等级数据
|
||||||
if allCurTypeJewelResonanceConfig[i].Level > minLv then
|
if allCurTypeJewelResonanceConfig[i].Level > minLv and allCurTypeJewelResonanceConfig[i].Level <= maxlv then
|
||||||
if curJewelResonanceConfig then
|
if curJewelResonanceConfig then
|
||||||
if nextJewelResonanceConfig==nil then
|
if nextJewelResonanceConfig==nil then
|
||||||
if allCurTypeJewelResonanceConfig[i].SortId == curJewelResonanceConfig.SortId+1 then
|
if allCurTypeJewelResonanceConfig[i].SortId == curJewelResonanceConfig.SortId+1 then
|
||||||
|
@ -152,9 +168,15 @@ function this.OnShowSingleEquipTreasure(go,equipTreasureDid)
|
||||||
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.lv.."/"..nextJewelResonanceConfig.Level
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.lv.."/"..nextJewelResonanceConfig.Level
|
||||||
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.lv/nextJewelResonanceConfig.Level
|
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.lv/nextJewelResonanceConfig.Level
|
||||||
else
|
else
|
||||||
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
|
if curEquipTreasureData.lv >= curEquipTreasureData.maxLv then
|
||||||
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
|
||||||
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount =1
|
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
|
||||||
|
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount =1
|
||||||
|
else
|
||||||
|
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11801]
|
||||||
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.lv.."/"..curJewelResonanceConfig.Level
|
||||||
|
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.lv/curJewelResonanceConfig.Level
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
--点击强化按钮
|
--点击强化按钮
|
||||||
|
@ -175,8 +197,14 @@ function this.OnShowSingleEquipTreasure(go,equipTreasureDid)
|
||||||
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.refineLv.."/"..nextJewelResonanceConfig.Level
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.refineLv.."/"..nextJewelResonanceConfig.Level
|
||||||
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.refineLv/nextJewelResonanceConfig.Level
|
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.refineLv/nextJewelResonanceConfig.Level
|
||||||
else
|
else
|
||||||
|
if curEquipTreasureData.refineLv>=curEquipTreasureData.maxRefineLv then
|
||||||
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
|
||||||
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
|
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
|
||||||
|
else
|
||||||
|
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11804]
|
||||||
|
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.refineLv.."/"..curJewelResonanceConfig.Level
|
||||||
|
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.refineLv/curJewelResonanceConfig.Level
|
||||||
|
end
|
||||||
end
|
end
|
||||||
--点击精炼按钮
|
--点击精炼按钮
|
||||||
Util.AddOnceClick(Util.GetGameObject(go.transform,"btn"), function()
|
Util.AddOnceClick(Util.GetGameObject(go.transform,"btn"), function()
|
||||||
|
|
|
@ -131,8 +131,8 @@ function this.SetLive2dState(setData, isNeedLoad, resPath, live2dRoot, effectRoo
|
||||||
position = Vector3(setData.Position[1], setData.Position[2], 0)
|
position = Vector3(setData.Position[1], setData.Position[2], 0)
|
||||||
|
|
||||||
if resPath == this.bitchRes then
|
if resPath == this.bitchRes then
|
||||||
position = position + Vector3.New(97, 272, 0)
|
position = Vector3.New(0, -250, 0)
|
||||||
scale = 1
|
scale = 0.5
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 设置立绘最终大小位置
|
-- 设置立绘最终大小位置
|
||||||
|
|
Loading…
Reference in New Issue