[角色朝向]=======立绘朝向修改
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c7ee28efc7
commit
1eb6115bc9
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@ -538,9 +538,12 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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--设置英雄立绘朝向
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function SetHEeroLiveToward(go,toward)
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function SetHEeroLiveToward(go,toward,pos)
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if go and toward==1 then
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go.transform.rotation=Vector3.New(0,180,0)
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if pos then
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go.transform.localPosition=Vector3.New(-pos[1],pos[2],0)
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end
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else
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go.transform.rotation=Vector3.New(0,0,0)
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end
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@ -156,6 +156,7 @@ function this.ShowTitleData(curHeroCompoundData)
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this.compoundHerolive.texture = CardRendererManager.GetSpineTexture(1, liveName, Vector3.one * scale, livePos, true)
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this.compoundHerolive.transform.localScale = Vector3.one
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this.compoundHerolive.transform.localPosition = Vector3.zero
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SetHEeroLiveToward(this.compoundHerolive,heroConfig.Toward)
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this.compoundHeropro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
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this.compoundHeroname.text=GetLanguageStrById(heroConfig.ReadingName)
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if zsName == "" then
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@ -182,7 +182,7 @@ function TimeLimitUpHero:RefreshHeroData()
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end
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lastLiveName=GetResourcePath(curConfig.Live)
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heroLiveObj=HeroManager.LoadHerolive1(curConfig,self.heroPar)
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SetHEeroLiveToward(heroLiveObj,curConfig.Toward)
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SetHEeroLiveToward(heroLiveObj,curConfig.Toward,curConfig.Position)
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local reMaintimes = ActivityGiftManager.GetActivityValueInfo(self.actId)
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local totalTimes = 0
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for i = 1, #wishConfig.UpList do
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@ -156,6 +156,9 @@ function this.SetCardSingleData(o,monsterId, _pos)
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local scale = roleConfig.play_liveScale
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local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0)
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live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true)
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if heroConfig.Toward==2 then
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SetHEeroLiveToward(live,1)
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end
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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@ -185,7 +185,9 @@ function this.SetCardSingleData(o,monsterId, _pos)
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live.texture = CardRendererManager.GetSpineTexture(_pos + 6, liveName, Vector3.one * scale, livePos, true)
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live.transform.localScale = Vector3.one
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live.transform.localPosition = Vector3.zero
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if heroConfig.Toward==2 then
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SetHEeroLiveToward(live,1)
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end
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local zs = Util.GetGameObject(o, "zs")
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local zsName = GetHeroCardStarZs[curMonsterConfig.Star]
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if zsName == "" then
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@ -375,6 +375,7 @@ function HandBookHeroInfoPanel:LoadHerolive(_heroData, _objPoint)
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poolManager:SetLiveClearCall(_heroData.Live, testLive, function ()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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SetHEeroLiveToward(testLive,_heroData.Toward,_heroData.Position)
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return testLive
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end
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@ -210,6 +210,7 @@ function IncarnationPanel:RefreshSingleCardPre(cardPre,data,isJump,index)
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end
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self.cardList[cardPre].icon.transform.localScale = Vector3.one
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self.cardList[cardPre].icon.transform.localPosition = Vector3.zero
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SetHEeroLiveToward(self.cardList[cardPre].icon.gameObject,heroConfig[data.heroId].Toward)
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self.cardList[cardPre].proImage.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(data.property))
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self.cardList[cardPre].cardBg.sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[data.quality])
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if isJump then
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@ -135,6 +135,7 @@ function ElementDrawCardPanelNew:BtnAction(index)
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self.liveNode = poolManager:LoadLive(name, self.root.transform,Vector3.one *heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0))
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self.liveNode.name = name
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SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
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SetHEeroLiveToward(self.liveNode,heroConfig.Toward)
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(name, self.liveNode, function ()
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@ -365,10 +365,10 @@ function this:RightBtnOnClick()
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end
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Util.ClearChild(this.leftObj.transform)
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this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
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SetHEeroLiveToward(this.leftLiveObj,leftHeroData.heroConfig.Toward)
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SetHEeroLiveToward(this.leftLiveObj,leftHeroData.heroConfig.Toward,leftHeroData.position)
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this.curLiveObj = this.rightLiveObj
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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SetHEeroLiveToward(this.rightLiveObj,rightHeroData.heroConfig.Toward)
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SetHEeroLiveToward(this.rightLiveObj,rightHeroData.heroConfig.Toward,rightHeroData.position)
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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this.rightBtn:GetComponent("Button").enabled = true
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@ -411,10 +411,10 @@ function this:LeftBtnOnClick()
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end
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Util.ClearChild(this.rightObj.transform)
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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SetHEeroLiveToward(this.rightLiveObj,rightHeroData.heroConfig.Toward)
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SetHEeroLiveToward(this.rightLiveObj,rightHeroData.heroConfig.Toward,rightHeroData.position)
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this.curLiveObj = this.leftLiveObj
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this.leftLiveObj = HeroManager.LoadHerolive(leftHeroData,this.leftObj)
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SetHEeroLiveToward(this.leftLiveObj,leftHeroData.heroConfig.Toward)
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SetHEeroLiveToward(this.leftLiveObj,leftHeroData.heroConfig.Toward,leftHeroData.position)
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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this.leftBtn:GetComponent("Button").enabled = true
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@ -717,7 +717,7 @@ function this:ChangeCurentHeroSkinLive(herodata)
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if herodata then
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this.curLiveObj=HeroManager.LoadHerolive1(herodata,this.curObj)
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if herodata.heroConfig then
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SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward)
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SetHEeroLiveToward(this.curLiveObj,herodata.heroConfig.Toward,herodata.position)
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end
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-- 临时保存皮肤位置
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@ -735,7 +735,7 @@ function this:ChangeCurentHeroSkinLive(herodata)
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end
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this.force.text = WarPower
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this.curLiveObj=HeroManager.LoadHerolive(curHeroData,this.curObj)
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SetHEeroLiveToward(this.curLiveObj,curHeroData.heroConfig.Toward)
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SetHEeroLiveToward(this.curLiveObj,curHeroData.heroConfig.Toward,curHeroData.position)
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-- 清空临时保存的皮肤位置
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curHeroPosition = nil
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end
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