tcx_xiyou_yueNan
zhangjiannan 2025-01-17 16:26:21 +08:00
parent 78a1062315
commit 303e398474
37 changed files with 359 additions and 397 deletions

View File

@ -28,7 +28,7 @@ function GetTranslateSpriteName(name)
local l = GetCurLanguage()
if l == 1 then
transName = string.sub(transName, 1, #transName - 2) .. "en"
elseif l == 2 then
elseif l == 0 then
transName = string.sub(transName, 1, #transName - 2) .. "vi"
elseif l == 3 then
transName = string.sub(transName, 1, #transName - 2) .. "en"

View File

@ -2554,9 +2554,9 @@ end
--只有英文截取长度
function SubString2(inputstr, num)
if GetCurLanguage() == 0 then
return inputstr
end
--if GetCurLanguage() == 0 then
--return inputstr
--end
if not inputstr or inputstr == "" then
return ""
end
@ -2722,10 +2722,6 @@ function GetEquipSuitStr2(Star, num)
end
function SetTextVerTial(textCom, vec, alin, posType, nameNum)
if GetCurLanguage() == 0 then
return
end
LogError("dddddddddddddddddddddddddddddddd")
local textComp = textCom:GetComponent("Text")
textComp.horizontalOverflow = 1
local go = nil
@ -2805,7 +2801,7 @@ function GetHeroHandBookNaturalImg(lv)
end
function SetEnglishActive(go)
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
return
end
go.gameObject:SetActive(false)

View File

@ -679,7 +679,7 @@ function UIManager.DoLanguageCheck(spLoader, gameObject)
if table.indexof(ExceptPrefabList, gameObject.name) then
return
end
if GetCurLanguage() ~= 0 then
--if GetCurLanguage() ~= 0 then
local textArr = gameObject:GetComponentsInChildren(typeof(UnityEngine.UI.Text), true);
for i = 0, textArr.Length - 1 do
local textStr = textArr[i].text
@ -698,7 +698,7 @@ function UIManager.DoLanguageCheck(spLoader, gameObject)
end
end
end
end
--end
end
--关闭所有面板

View File

@ -382,7 +382,7 @@ function this.SingleItemDataShow(_go, _itemData)
local str = ""
if GetCurLanguage() == 0 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name)) > 6 then
str = SubString(GetLanguageStrById(_itemData.itemConfig.Name), 5) .. "..."
str = SubString(GetLanguageStrById(_itemData.itemConfig.Name), 8) .. "..."
elseif GetCurLanguage() == 1 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name)) > 8 then
str = SubString(GetLanguageStrById(_itemData.itemConfig.Name), 8) .. "..."
elseif GetCurLanguage() == 2 and LengthString(GetLanguageStrById(_itemData.itemConfig.Name)) > 8 then

View File

@ -127,10 +127,10 @@ function BattleBossInfoPanel:OnShow()
self.nameOther.text = GetLanguageStrById(heroData.ReadingName)
self.posTextOther.text = GetLanguageStrById(heroData.HeroLocation)
self.nameZh.gameObject:SetActive(GetCurLanguage() == 0)
self.posTextZh.gameObject:SetActive(GetCurLanguage() == 0)
self.nameOther.gameObject:SetActive(GetCurLanguage() ~= 0)
self.posTextOther.gameObject:SetActive(GetCurLanguage() ~= 0)
self.nameZh.gameObject:SetActive(GetCurLanguage() == -1)
self.posTextZh.gameObject:SetActive(GetCurLanguage() == -1)
self.nameOther.gameObject:SetActive(GetCurLanguage() ~= -1)
self.posTextOther.gameObject:SetActive(GetCurLanguage() ~= -1)
self.posImg.sprite = self.spLoader:LoadSprite(GetHeroPosStr(heroData.Profession))
self.posImgDi.sprite = self.spLoader:LoadSprite(GetHeroPosBgStr(heroData.Profession))

View File

@ -1,5 +1,4 @@

local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
local healEffect = "c_xy_0012_skeff_tapsk_healeff"
@ -9,54 +8,53 @@ local reliveEffect2 = "fx_chongsheng_lizhi"
local BattlePanel = require("Modules/Battle/View/GuideBattleLogic")
EnemyView = BattleUnit.New()
function EnemyView.New(go, role, position, root, isBoss,enemysId)
function EnemyView.New(go, role, position, root, isBoss, enemysId)
local o = BattleUnit.New(go, role, position, root)
setmetatable(o, EnemyView)
EnemyView.__index = EnemyView
o:ctor(go, role, position, root, isBoss,enemysId)
o:ctor(go, role, position, root, isBoss, enemysId)
return o
end
function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
function EnemyView:onCreate(go, role, position, root, isBoss, enemyId)
self.spLoader = SpriteLoader.New()
self.RootPanel = root
self.GameObject = go
self.role = role
self.camp = role.camp
self.isBoss = isBoss
self.enemysId=enemyId --剧情id用于处理剧情特殊显示
self.enemysId = enemyId --剧情id用于处理剧情特殊显示
-- 创建技能播放器
self.castingEfectNode = self.RootPanel.enemySkillCast
self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
self.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
self.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
self.yujiaSlider=Util.GetGameObject(go, "hpProgress/yujia"):GetComponent("Image")
self.yujiaSlider = Util.GetGameObject(go, "hpProgress/yujia"):GetComponent("Image")
self.nameText = Util.GetGameObject(go, "Name/Text"):GetComponent("Text")
self.level = Util.GetGameObject(go, "lv/Text"):GetComponent("Text")
self.elementImg = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image")
self.nameParent = Util.GetGameObject(go, "Name")
self.proPar=Util.GetGameObject(go, "Pro")
self.nameObj=Util.GetGameObject(go, "GameObject")
self.newName=Util.GetGameObject(go, "GameObject/Text"):GetComponent("Text")
self.newPro=Util.GetGameObject(go, "GameObject/pro"):GetComponent("Image")
--
local roleId=role.roleData.roleId
self.roleId=roleId
local live=HeroConfig[role.roleData.roleId].Live
self.proPar = Util.GetGameObject(go, "Pro")
self.nameObj = Util.GetGameObject(go, "GameObject")
self.newName = Util.GetGameObject(go, "GameObject/Text"):GetComponent("Text")
self.newPro = Util.GetGameObject(go, "GameObject/pro"):GetComponent("Image")
--
local roleId = role.roleData.roleId
self.roleId = roleId
local live = HeroConfig[role.roleData.roleId].Live
-- 判断是否有皮肤
if not role.roleData.skinId or role.roleData.skinId == 0 then
self.skinId = 0
else
self.skinId = role.roleData.skinId
self.roleId=self.skinId
self.roleId = self.skinId
end
--如果英雄装备皮肤
if self.skinId and self.skinId > 0 then
roleId = self.skinId
local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
if skin then
live=skin.Live
local skin = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin, "Type", roleId)
if skin then
live = skin.Live
end
end
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
@ -68,41 +66,41 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
self.offset = RoleConfig[roleId].offset
self.outOffset = RoleConfig[roleId].enemy_offset
self.spAtkTime = RoleConfig[roleId].CastingSkills/1000
self.atkSoundTime = RoleConfig[roleId].CastingAudio/1000
self.spAtkTime = RoleConfig[roleId].CastingSkills / 1000
self.atkSoundTime = RoleConfig[roleId].CastingAudio / 1000
self.attackSound = RoleConfig[roleId].sond
self.readingName = GetLanguageStrById(HeroConfig[role.roleData.roleId].ReadingName)
--
self.nameText.text = SubString2(self.readingName,9)
--
self.nameText.text = SubString2(self.readingName, 9)
self.level.text = role:GetRoleData(RoleDataName.Level)
self.elementImg.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
self.newName.text = SubString2(self.readingName,9)
self.newName.text = SubString2(self.readingName, 9)
self.newPro.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
LogError("加战斗ID::::"..tostring(self.enemysId))
if self.enemysId and self.enemysId==1017 then
Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition=Vector3.New(20,-180,0)
Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
LogError("加战斗ID::::" .. tostring(self.enemysId))
if self.enemysId and self.enemysId == 1017 then
Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition = Vector3.New(20, -180, 0)
Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition = Vector3.New(-77, -180, 0)
end
self.liveRoot = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position)
self.liveRoot = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_" .. position)
self.liveRoot:GetComponent("Canvas").overrideSorting = true
--
--
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
self.RoleLiveGO.transform:SetParent(self.liveRoot.transform)
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2]) -- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO:SetActive(true)
-- Log("IsBoss: "..tostring(self.isBoss))
if self.isBoss then
self.RoleLiveGO.transform.localScale = self.RoleLiveGO.transform.localScale * 1.5 -- boss 放大1.5倍
end
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
@ -110,25 +108,27 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.enemySkillCastRoot.transform)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] + 400)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1],
self.outOffset[2] + 400)
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale --* 2
self.RoleLiveGO2:SetActive(false)
local toward=0
if self.skinId~=0 then
toward=RoleConfig[roleId].Toward
local toward = 0
if self.skinId ~= 0 then
toward = RoleConfig[roleId].Toward
else
toward=HeroConfig[role.roleData.roleId].Toward
toward = HeroConfig[role.roleData.roleId].Toward
end
if toward==2 then
local mirrOffset=RoleConfig[roleId].mirrorimage_offset
if mirrOffset and mirrOffset[1]~=0 and mirrOffset[2]~=0 then
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2])
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],mirrOffset[2]+400)
if toward == 2 then
local mirrOffset = RoleConfig[roleId].mirrorimage_offset
if mirrOffset and mirrOffset[1] ~= 0 and mirrOffset[2] ~= 0 then
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1], mirrOffset[2])
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(mirrOffset[1],
mirrOffset[2] + 400)
self.outOffset = RoleConfig[roleId].mirrorimage_offset
end
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,180, 0))
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,180, 0))
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 180, 0))
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 180, 0))
end
-- 阴影
self.shadow = Util.GetGameObject(self.liveRoot, "shadow")
@ -141,7 +141,8 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.deadIconGO:SetActive(false)
-- 测试用
Util.GetGameObject(go, "buttom/pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhandou_difangweizhi_0"..role.position)
Util.GetGameObject(go, "buttom/pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
"r_zhandou_difangweizhi_0" .. role.position)
self.rageCache = nil
self.rageSlider = Util.GetGameObject(go, "rageProgress/rage"):GetComponent("Image")
@ -151,20 +152,20 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.rageSlider.fillAmount = self.role.Rage / 4
self.rageText.gameObject:SetActive(false)
self.rageText.text = ""
self.currAniName="idle"
self.currAniName = "idle"
self.effect_fly = Util.GetGameObject(go, "c_long_zhandou_lizi")
self.effect_fly:SetActive(self.role.star>=14)
self.effect_fly:SetActive(self.role.star >= 14)
-- 伤害文字显示
self.LastBuffFloatingTime = Time.realtimeSinceStartup
self.BuffFloatingCount = 0
self.weaponObj=Util.GetGameObject(go, "weapon")
self.weaponImg=Util.GetGameObject(go, "weapon/Image"):GetComponent("Image")
self.weaponObj = Util.GetGameObject(go, "weapon")
self.weaponImg = Util.GetGameObject(go, "weapon/Image"):GetComponent("Image")
self.weaponObj:SetActive(false)
-- 层级设置
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting)
-- 飘字管理
-- 飘字管理
self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject)
-- buff管理
if self.isBoss then
@ -173,7 +174,8 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.BuffCtrl = BuffCtrl.New(self, Util.GetGameObject(go, "buff"))
end
-- 创建技能播放器
self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, self.castingEfectNode, self.castingNameNode)
self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, self.castingEfectNode,
self.castingNameNode)
role.Event:AddEvent(BattleEventName.BeHitMiss, self.OnBeHitMiss, self)
role.Event:AddEvent(BattleEventName.RoleBeDamaged, self.OnDamaged, self)
@ -186,11 +188,11 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
role.Event:AddEvent(BattleEventName.AOE, self.OnAOE, self)
role.Event:AddEvent(BattleEventName.BeSeckill, self.onBeSecKill, self)
role.Event:AddEvent(BattleEventName.ShildTrigger, self.OnShieldTrigger, self)
role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
role.Event:AddEvent(BattleEventName.RoleBeExile,self.OnRoleExile,self)
role.Event:AddEvent(BattleEventName.RoleExileEnd,self.OnRoleExileEnd,self)
role.Event:AddEvent(BattleEventName.BloodValueChange,self.OnBloodValueChange,self)
role.Event:AddEvent(BattleEventName.WeaponSkillCast,self.OnWeaponSkillCast,self)
role.Event:AddEvent(BattleEventName.ShowHintText, self.OnShowHintText, self)
role.Event:AddEvent(BattleEventName.RoleBeExile, self.OnRoleExile, self)
role.Event:AddEvent(BattleEventName.RoleExileEnd, self.OnRoleExileEnd, self)
role.Event:AddEvent(BattleEventName.BloodValueChange, self.OnBloodValueChange, self)
role.Event:AddEvent(BattleEventName.WeaponSkillCast, self.OnWeaponSkillCast, self)
if IsOpenBattleDebug then
local URoleProperty = go:GetComponent(typeof(RoleProperty))
if not URoleProperty then
@ -198,7 +200,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
end
self.URoleProperty = URoleProperty
self.URoleProperty.uid = role.uid
role.data:Foreach(function (name, value)
role.data:Foreach(function(name, value)
--self.URoleProperty:AddProperty(name, value)
end)
end
@ -226,13 +228,13 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
-- self.nameObj:SetActive(false)
-- end
self.nameObj:SetActive(true)
self.nameParent:SetActive(false)
self.proPar:SetActive(false)
self.nameText.transform.parent.gameObject:SetActive(false)
self.elementImg.transform.parent.gameObject:SetActive(false)
self.nameParent:SetActive(false)
self.proPar:SetActive(false)
self.nameText.transform.parent.gameObject:SetActive(false)
self.elementImg.transform.parent.gameObject:SetActive(false)
end
--
--
function EnemyView:OnSortingOrderChange(battleSorting)
self:ChangeCardSorting(battleSorting)
end
@ -242,14 +244,14 @@ function EnemyView:ChangeCardSorting(sortingOrder)
-- 重计算层级
local pos = (self.role.position + 2) % 6 + 1
local sort = sortingOrder + pos
--
--
self.liveRoot:GetComponent("Canvas").sortingOrder = sort
self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2
self.effect_rage:GetComponent("Canvas").sortingOrder = sort + 3
self.effect_dead:GetComponent("Canvas").sortingOrder = sort + 3
Util.SetParticleSortLayer(self.effect_rage, sort + 3)
Util.SetParticleSortLayer(self.effect_dead, sort + 3)
SetParticleSortLayer(self.effect_fly,sort+3)
SetParticleSortLayer(self.effect_fly, sort + 3)
end
function EnemyView:Update()
@ -266,19 +268,19 @@ function EnemyView:Update()
self.hpTween:Kill()
end
self.hpSlider.fillAmount = hp
self.hpTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpPassSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
self.hpTween = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return f1 end),
DG.Tweening.Core.DOSetter_float(function(progress)
self.hpPassSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
else
if self.hpPassTween then
self.hpPassTween:Kill()
end
self.hpPassSlider.fillAmount = hp
self.hpPassTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
self.hpPassTween = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return f1 end),
DG.Tweening.Core.DOSetter_float(function(progress)
self.hpSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
end
self.hpCache = hp
end
@ -288,10 +290,10 @@ function EnemyView:Update()
-- 判断是否播放满怒动画
if (not self.rageCache or self.rageCache < 1) and rage >= 1 then
local switchEffect = rageEffect
if GetCurLanguage() == 1 then
switchEffect = switchEffect.."_en"
elseif GetCurLanguage() == 2 then
switchEffect = switchEffect.."_vi"
if GetCurLanguage() == 0 then
switchEffect = switchEffect .. "_vi"
else
switchEffect = switchEffect .. "_en"
end
local go = BattleManager.LoadAsset(switchEffect)
go.transform:SetParent(self.GameObject.transform)
@ -318,68 +320,68 @@ function EnemyView:Update()
end
if IsOpenBattleDebug then
self.role.data:Foreach(function (name, value)
self.role.data:Foreach(function(name, value)
--self.URoleProperty:SetValue(name, value)
end)
end
end
function EnemyView:OnWeaponSkillCast(value,type,num)
function EnemyView:OnWeaponSkillCast(value, type, num)
self.weaponObj:SetActive(true)
BattleLogic.WaitForTrigger(1.5,function()
BattleLogic.WaitForTrigger(1.5, function()
self.weaponObj:SetActive(false)
end)
end
function EnemyView:GetWeaponObj()
return self.weaponObj
end
--角色被放逐
function EnemyView:OnRoleExile(role)
local color = Color.New(1,1,1,0.4)
function EnemyView:OnRoleExile(role)
local color = Color.New(1, 1, 1, 0.4)
Util.SetColor(self.RoleLiveGOGraphic, color)
end
--角色放逐结束
function EnemyView:OnRoleExileEnd(role)
function EnemyView:OnRoleExileEnd(role)
local color = Color.New(1, 1, 1, 1)
Util.SetColor(self.RoleLiveGOGraphic, color)
end
function EnemyView:OnBloodValueChange(value,type,num)
function EnemyView:OnBloodValueChange(value, type, num)
self.yujiaSlider.fillAmount = value
if type and num then
if type==1 then
self.Floater:ArtFloating(ArtFloatingType.yujiaAdd, ArtFloatingColor.Green,num,TextFloatingColor.Green)
if type == 1 then
self.Floater:ArtFloating(ArtFloatingType.yujiaAdd, ArtFloatingColor.Green, num, TextFloatingColor.Green)
end
end
end
-- 缩放
function EnemyView:DoScale(scale, dur, func)
if self.dsTween then
self.dsTween:Kill()
end
if self.GameObject==nil then
return
if self.GameObject == nil then
return
end
self.dsTween = self.GameObject.transform.parent:DOScale(Vector3.one * scale, dur)
:OnComplete(function ()
-- Log("DoScale = "..scale)
if func then
func()
end
end)
:OnComplete(function()
-- Log("DoScale = "..scale)
if func then
func()
end
end)
if self.dsTween2 then
self.dsTween2:Kill()
end
--local liveScale = self.role.position <= 3 and 0.6 or 0.5
local liveScale=0.6
local liveScale = 0.6
-- self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur)
end
-- 设置高亮
function EnemyView:SetHighLight(isLight, eScale, dur, func)
-- 设置变灰
@ -388,12 +390,12 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
Util.SetSpineGray(self.RoleLiveGOGraphic, true)
Util.SetGray(self.deadIconGO, false)
local color = Color.New(75, 75, 75, 255)/255
local color = Color.New(75, 75, 75, 255) / 255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetColor(self.deadIconGO, Color.New(1, 1, 1, 1))
self:DoScale(0.8, dur, func)
return
return
end
if self.isBoss then
eScale = 1
@ -405,40 +407,37 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
if self.hlTween3 then
self.hlTween3:Kill()
end
self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return sc end),
DG.Tweening.Core.DOSetter_float(function (progress)
local aaa=1
if self.role.isExile then
aaa=0.4
self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return sc end),
DG.Tweening.Core.DOSetter_float(function(progress)
local aaa = 1
if self.role.isExile then
aaa = 0.4
end
local color = Color.New(progress, progress, progress,aaa)
local color = Color.New(progress, progress, progress, aaa)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), ec, dur):SetEase(Ease.Linear)
end
-- 播放动画
function EnemyView:PlaySpineAnim(gog, time, name, isLoop)
if isLoop then
gog.AnimationState:SetAnimation(time, name, isLoop)
self.currAniName=name
self.currAniName = name
else
local _complete = nil
_complete = function(state)
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
gog.AnimationState:SetAnimation(0, "idle", true)
self.currAniName="idle"
gog.AnimationState:SetAnimation(0, "idle", true)
self.currAniName = "idle"
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
gog.AnimationState:SetAnimation(time, name, isLoop)
self.currAniName=name
self.currAniName = name
gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
end
end
--单纯显示提示文字
function EnemyView:OnShowHintText(_ArtFontType)
local config = BattleManager.GetArtFontConfig(_ArtFontType)
@ -447,11 +446,10 @@ function EnemyView:OnShowHintText(_ArtFontType)
end
end
function EnemyView:OnSkillPlay(type)
local name="attack"
if type and type==1 then
name="skill"
local name = "attack"
if type and type == 1 then
name = "skill"
end
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, name, false)
end
@ -465,14 +463,10 @@ function EnemyView:OnSkillCastingStart()
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "touch", false)
end
function EnemyView:OnSkillCastingEnd()
self.RoleLiveGO2:SetActive(false)
end
-- 治疗
function EnemyView:OnTreated(castRole, realTreat, treat)
self.Floater:ArtFloating(ArtFloatingType.Treat, ArtFloatingColor.Green, treat)
@ -481,20 +475,19 @@ function EnemyView:OnTreated(castRole, realTreat, treat)
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go.transform.localPosition = Vector3.zero --self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 盾效果触发
function EnemyView:OnShieldTrigger(shield,isImmuneAllReduceShield)
function EnemyView:OnShieldTrigger(shield, isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi_zh")
end
elseif shield.shieldType == ShieldTypeName.ThornsReduce then
elseif shield.shieldType == ShieldTypeName.ImmuneReduce then
-- body
else
@ -513,16 +506,16 @@ local DotTypeTip = {
[2] = Language[10266],
[3] = Language[10267],
}
--
function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,isImmune)
if isImmune and isImmune==true then
--
function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill, isImmune)
if isImmune and isImmune == true then
return
end
if skill then
-- 技能配置
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
--
--
local delay = combat.DamageDelay or 0
local continue = skill.continueTime or 0
local count = skill.attackCount or 1
@ -534,10 +527,11 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
count = 1
end
if BattleManager.IsBattleTestPanel() then
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s每段伤害%s", self.camp, self.role.position, dmg, count, d))
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s每段伤害%s", self.camp, self.role.position, dmg, count,
d))
end
-- 伤害文字延时,有些受击特效不是立刻播放文字
self:DelayFunc(delay/1000, function()
self:DelayFunc(delay / 1000, function()
-- 伤害文字
if count ~= 1 then
-- 多段伤害
@ -546,7 +540,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
end)
-- 立刻打出第一次伤害
local fd = dmg - d *(count - 1)
local fd = dmg - d * (count - 1)
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect(continue)
@ -568,30 +562,32 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
self:DOHitEffect()
end
end
--
--
function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
--王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,
TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
elseif dotType == DotType.Blooding then
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg)
else
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
self.Floater:TextBuffFloating(2, DotTypeTip[dotType] .. dmg)
end
else
if bCrit then -- 暴击红色并显示暴击
else
if bCrit then -- 暴击红色并显示暴击
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg)
else
if atkRole.isTeam then -- 异妖紫色
if atkRole.isTeam then -- 异妖紫色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg)
else
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg)
else -- 普攻白色
else -- 普攻白色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg)
end
end
@ -607,17 +603,17 @@ function EnemyView:DOHitEffect(time, func)
if not time or time < 0.3 then
time = 0.3
end
if self.currAniName=="hit" then
-- 受击放大1.2倍
if self.currAniName == "hit" then
-- 受击放大1.2倍
self:DoScale(1.2, 0.2)
-- 卡面变红
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.3):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.3):SetDelay(time)
self.RoleLiveGOGraphic:DOColor(Color.New(1, 0, 0, 1), 0.3):OnComplete(function()
self.RoleLiveGOGraphic:DOColor(Color.New(1, 1, 1, 1), 0.3):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])
-- 恢复大小
self:DoScale(1, 0.1)
-- 回调
@ -631,21 +627,18 @@ function EnemyView:DOHitEffect(time, func)
func()
end
end
end
function EnemyView:OnHealed(castRole)
local sortingOrder = nil
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go.transform.localPosition = Vector3.zero --self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 怒气值改变
function EnemyView:RoleRageChange(deltaRage)
if self.role:IsRealDead() then
@ -655,13 +648,12 @@ function EnemyView:RoleRageChange(deltaRage)
if deltaRage > 0 then
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
else
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage, 0, 1)
--self.Floater:TextBuffFloating(1, "怒气 "..tostring(deltaRage))
end
end
end
function EnemyView:OnDead()
if self.hpTween then
self.hpTween:Kill()
@ -683,16 +675,15 @@ function EnemyView:onBeSecKill()
end
function EnemyView:OnRealDead()
self.effect_rage:SetActive(false)
self.effect_dead:SetActive(true)
self.RoleLiveGO:SetActive(true)
local order = BattleLogic.CurOrder
BattleManager.PauseBattle()
self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function ()
self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function ()
self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function()
self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function()
BattleManager.ResumeBattle()
self.RoleLiveGOGraphic.color = Color.New(1,1,1,1)
self.RoleLiveGOGraphic.color = Color.New(1, 1, 1, 1)
if order ~= BattleLogic.CurOrder then return end
if self.GameObject then
self.GameObject:SetActive(false)
@ -705,8 +696,8 @@ function EnemyView:OnRealDead()
end)
end)
self.deadIconGO:SetActive(true)
local color = Color.New(75, 75, 75, 255)/255
local color = Color.New(75, 75, 75, 255) / 255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.deadIconGO, false)
@ -727,59 +718,56 @@ function EnemyView:onRoleRelive()
self.shadow:SetActive(true)
end
self.deadIconGO:SetActive(false)
local color = Color.New(1, 1, 1, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.GameObject, false)
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
self:DoScale(1, 0)
self.RoleLiveGOGraphic.freeze = false
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.yujiaSlider.fillAmount = 0
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider.fillAmount = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
local sortingOrder = self.GameObject.transform:GetComponent("Canvas").sortingOrder + 21
local go = BattleManager.LoadAsset(reliveEffect1,sortingOrder)
local go = BattleManager.LoadAsset(reliveEffect1, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.New(0,-150,0)
go.transform.localPosition = Vector3.New(0, -150, 0)
go:SetActive(true)
BattleManager.AddDelayRecycleRes(reliveEffect1, go, 3)
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()--加个延时,防止击杀的角色复活计算不准确
local go2 = BattleManager.LoadAsset(reliveEffect2,sortingOrder)
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function() --加个延时,防止击杀的角色复活计算不准确
local go2 = BattleManager.LoadAsset(reliveEffect2, sortingOrder)
go2.transform:SetParent(self.GameObject.transform)
go2.transform.localScale = Vector3.one
go2.transform.localPosition = Vector3.New(0,-150,0)
go2.transform.localPosition = Vector3.New(0, -150, 0)
go2:SetActive(true)
BattleManager.AddDelayRecycleRes(reliveEffect2, go, 3)
self.Floater:ImageBuffFloating("z_zhandou_fuhuo_zh")
end)
end
function EnemyView:onDispose()
self.spLoader:Destroy()
self.role.Event:RemoveEvent(BattleEventName.BloodValueChange,self.OnBloodValueChange,self)
self.role.Event:RemoveEvent(BattleEventName.BloodValueChange, self.OnBloodValueChange, self)
self.GameObject.transform.parent.localScale = Vector3.one
self.Floater:Dispose()
self.BuffCtrl:Dispose()
--
--
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
Util.SetSpineGray(self.RoleLiveGOGraphic2, false)
Util.SetColor(self.RoleLiveGOGraphic, Color.New(1, 1, 1, 1))
Util.SetColor(self.RoleLiveGOGraphic2, Color.New(1, 1, 1, 1))
self.RoleLiveGOGraphic.freeze = false
self.RoleLiveGOGraphic2.freeze = false
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0, 0))
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0, 0))
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO)
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
-- 回收本节点
BattlePool.RecycleItem(self.GameObject, BATTLE_POOL_TYPE.ENEMY_ROLE)
end
end

View File

@ -347,10 +347,10 @@ function PlayerView:Update()
-- 判断是否播放满怒动画
if (not self.rageCache or self.rageCache < 1) and rage >= 1 then
local switchEffect = rageEffect
if GetCurLanguage() == 1 then
switchEffect = switchEffect.."_en"
elseif GetCurLanguage() == 2 then
switchEffect = switchEffect.."_vi"
if GetCurLanguage() == 0 then
switchEffect = switchEffect .. "_vi"
else
switchEffect = switchEffect .. "_en"
end
local go = BattleManager.LoadAsset(switchEffect)
go.transform:SetParent(self.GameObject.transform)

View File

@ -1,5 +1,4 @@

local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
local healEffect = "c_xy_0012_skeff_tapsk_healeff"
@ -15,7 +14,6 @@ function RoleView.New(go, role, position, root)
return o
end
function RoleView:onCreate(go, role, position, root)
self.RootPanel = root
self.GameObject = go
@ -34,9 +32,9 @@ function RoleView:onCreate(go, role, position, root)
role.Event:AddEvent(BattleEventName.RoleRelive, self.onRoleRelive, self)
role.Event:AddEvent(BattleEventName.AOE, self.OnAOE, self)
role.Event:AddEvent(BattleEventName.BeSeckill, self.onBeSecKill, self)
role.Event:AddEvent(BattleEventName.ShildTrigger, self.OnShieldTrigger, self)
role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
role.Event:AddEvent(BattleEventName.ShowHintText, self.OnShowHintText, self)
self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject)
@ -55,8 +53,8 @@ function RoleView:onCreate(go, role, position, root)
self.enemy_liveScale = RoleConfig[role.roleData.roleId].enemy_liveScale
self.offset = RoleConfig[role.roleData.roleId].offset
self.outOffset = RoleConfig[role.roleData.roleId].enemy_offset
self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills / 1000
self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio / 1000
self.attackSound = RoleConfig[role.roleData.roleId].sond
if role.roleData.monsterId then --非战斗数据,仅用于显示怪物名称
@ -68,8 +66,8 @@ function RoleView:onCreate(go, role, position, root)
self.livePath = GetResourcePath(MonsterViewConfig[role.roleData.roleId].Live)
self.enemy_liveScale = MonsterViewConfig[role.roleData.roleId].enemy_liveScale
self.offset = MonsterViewConfig[role.roleData.roleId].offset
self.spAtkTime = MonsterViewConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = MonsterViewConfig[role.roleData.roleId].CastingAudio/1000
self.spAtkTime = MonsterViewConfig[role.roleData.roleId].CastingSkills / 1000
self.atkSoundTime = MonsterViewConfig[role.roleData.roleId].CastingAudio / 1000
self.attackSound = MonsterViewConfig[role.roleData.roleId].sond
if role.roleData.monsterId then --非战斗数据,仅用于显示怪物名称
@ -80,19 +78,25 @@ function RoleView:onCreate(go, role, position, root)
end
Util.GetGameObject(go, "Name/Text"):GetComponent("Text").text = self.readingName
Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = role:GetRoleData(RoleDataName.Level)
Util.GetGameObject(go, "Pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
Util.GetGameObject(go, "Pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(
role.roleData.element))
Util.GetGameObject(go, "GameObject/name"):GetComponent("Text").text = self.readingName
Util.GetGameObject(go, "GameObject/pro"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
Util.GetGameObject(go, "GameObject/pro"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
GetProStrImageByProNum(role.roleData.element))
-- 创建技能播放器
self.nameObj=Util.GetGameObject(go, "GameObject")
self.nameObj = Util.GetGameObject(go, "GameObject")
local castingEfectNode = self.role.camp == 0 and self.RootPanel.mySkillCast or self.RootPanel.enemySkillCast
local castingNameNode = Util.GetGameObject(castingEfectNode, self.role.camp == 0 and "TongYong_Casting_Xia/DongHua/MingZi" or "TongYong_Casting_Shang/DongHua/MingZi")
self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, castingEfectNode, castingNameNode)
local castingNameNode = Util.GetGameObject(castingEfectNode,
self.role.camp == 0 and "TongYong_Casting_Xia/DongHua/MingZi" or "TongYong_Casting_Shang/DongHua/MingZi")
self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, castingEfectNode,
castingNameNode)
-- 卡牌立绘
if role.camp == 0 then
Util.GetGameObject(go, "Bg1"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBattleHeroCardStarBg[role.roleData.star])
Util.GetGameObject(go, "Bg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[role.roleData.star])
Util.GetGameObject(go, "Bg1"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBattleHeroCardStarBg
[role.roleData.star])
Util.GetGameObject(go, "Bg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroCardStarFg
[role.roleData.star])
local starGrid = Util.GetGameObject(go, "StarGrid")
SetCardStars(starGrid, role.roleData.star or 5)
local zs = Util.GetGameObject(go, "zs")
@ -103,10 +107,11 @@ function RoleView:onCreate(go, role, position, root)
zs:SetActive(true)
zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName)
end
self.liveRender = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage")
self.liveRender.texture, self.RoleLiveGO = CardRendererManager.GetSpineTexture(role.position, self.livePath, Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting)
self.liveRender.material = resMgr:LoadAsset("UI_AlphaMask "..position)
self.liveRender.texture, self.RoleLiveGO = CardRendererManager.GetSpineTexture(role.position, self.livePath,
Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting)
self.liveRender.material = resMgr:LoadAsset("UI_AlphaMask " .. position)
else
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
end
@ -114,7 +119,7 @@ function RoleView:onCreate(go, role, position, root)
self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
@ -125,10 +130,9 @@ function RoleView:onCreate(go, role, position, root)
self.rageCache = nil
if role.camp == 0 then
self.liveRender.transform:SetParent(Util.GetGameObject(go, "Mask").transform)
self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2
self.liveRender.transform.anchoredPosition = Vector3.zero--Vector2.New(self.offset[1], self.offset[2])
self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2
self.liveRender.transform.anchoredPosition = Vector3.zero --Vector2.New(self.offset[1], self.offset[2])
self.liveRender.gameObject:SetActive(true)
self.liveRender.material:SetInt("_IsMask", 1)
@ -146,7 +150,7 @@ function RoleView:onCreate(go, role, position, root)
self.RoleIconTran = self.RoleIconGO:GetComponent("RectTransform")
self.RoleIconTran.anchoredPosition = Vector2.zero
Util.SetGray(self.RoleIconGO, false)
self.RoleIconGO:SetActive(true)
self.deadIconGO = Util.GetGameObject(self.RoleIconGO, "dead")
self.effect = Util.GetGameObject(self.RoleIconGO, "effect")
@ -154,23 +158,26 @@ function RoleView:onCreate(go, role, position, root)
self.deadIconGO:SetActive(false)
self.effect_dead = Util.GetGameObject(self.deadIconGO, "effect")
else
self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.EnemyPanel, "live_"..position))
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.EnemyPanel, "live_" .. position))
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset
[2]) -- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO:SetActive(true)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.enemySkillCastRoot.transform)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] + 400)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1],
self.outOffset[2] + 400)
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale --* 2
self.RoleLiveGO2:SetActive(false)
self.shadow = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position.."/shadow")
self.shadow = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_" .. position .. "/shadow")
self.shadow:SetActive(true)
self.effect_dead = Util.GetGameObject(go, "effect_Dead")
self.deadIconGO = Util.GetGameObject(go, "buttom/dead")
Util.GetGameObject(go, "buttom/pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhandou_difangweizhi_0"..role.position)
Util.GetGameObject(go, "buttom/pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite(
"r_zhandou_difangweizhi_0" .. role.position)
self.effect_dead:SetActive(false)
self.deadIconGO:SetActive(false)
@ -178,7 +185,7 @@ function RoleView:onCreate(go, role, position, root)
-- self.RoleLiveGO.transform:SetAsFirstSibling()
-- self.RoleLiveGO2.transform:SetAsFirstSibling()
self.rageSlider = Util.GetGameObject(go, "rageProgress/rage"):GetComponent("Image")
self.rageText = Util.GetGameObject(go, "rageProgress/Text"):GetComponent("Text")
self.effect_rage = Util.GetGameObject(go, "rageProgress/effect")
@ -194,7 +201,7 @@ function RoleView:onCreate(go, role, position, root)
end
self.URoleProperty = URoleProperty
self.URoleProperty.uid = role.uid
role.data:Foreach(function (name, value)
role.data:Foreach(function(name, value)
--self.URoleProperty:AddProperty(name, value)
end)
end
@ -212,7 +219,7 @@ function RoleView:onCreate(go, role, position, root)
return self
end
--
--
function RoleView:OnSortingOrderChange(battleSorting)
if self.camp == 0 then
self:ChangeCardSorting(battleSorting + self.role.position)
@ -247,19 +254,19 @@ function RoleView:Update()
self.hpTween:Kill()
end
self.hpSlider.fillAmount = hp
self.hpTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpPassSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
self.hpTween = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return f1 end),
DG.Tweening.Core.DOSetter_float(function(progress)
self.hpPassSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
else
if self.hpPassTween then
self.hpPassTween:Kill()
end
self.hpPassSlider.fillAmount = hp
self.hpPassTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
self.hpPassTween = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return f1 end),
DG.Tweening.Core.DOSetter_float(function(progress)
self.hpSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
end
self.hpCache = hp
end
@ -269,10 +276,10 @@ function RoleView:Update()
-- 判断是否播放满怒动画
if (not self.rageCache or self.rageCache < 1) and rage >= 1 then
local switchEffect = rageEffect
if GetCurLanguage() == 1 then
switchEffect = switchEffect.."_en"
elseif GetCurLanguage() == 2 then
switchEffect = switchEffect.."_vi"
if GetCurLanguage() == 0 then
switchEffect = switchEffect .. "_vi"
else
switchEffect = switchEffect .. "_en"
end
local go = BattleManager.LoadAsset(switchEffect)
go.transform:SetParent(self.GameObject.transform)
@ -299,26 +306,24 @@ function RoleView:Update()
end
if IsOpenBattleDebug then
self.role.data:Foreach(function (name, value)
self.role.data:Foreach(function(name, value)
--self.URoleProperty:SetValue(name, value)
end)
end
end
-- 缩放
function RoleView:DoScale(scale, dur, func)
if self.dsTween then
self.dsTween:Kill()
end
self.dsTween = self.GameObject.transform.parent:DOScale(Vector3.one * scale, dur)
:OnComplete(function ()
-- Log("DoScale = "..scale)
if func then
func()
end
end)
:OnComplete(function()
-- Log("DoScale = "..scale)
if func then
func()
end
end)
if self.camp == 1 then
if self.dsTween2 then
@ -327,10 +332,8 @@ function RoleView:DoScale(scale, dur, func)
local liveScale = self.role.position <= 3 and 0.6 or 0.5
self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur)
end
end
-- 设置高亮
function RoleView:SetHighLight(isLight, eScale, dur, func)
-- 设置变灰
@ -339,12 +342,12 @@ function RoleView:SetHighLight(isLight, eScale, dur, func)
Util.SetSpineGray(self.RoleLiveGOGraphic, true)
Util.SetGray(self.deadIconGO, false)
local color = Color.New(75, 75, 75, 255)/255
local color = Color.New(75, 75, 75, 255) / 255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetColor(self.deadIconGO, Color.New(1, 1, 1, 1))
self:DoScale(0.8, dur, func)
return
return
end
self:DoScale(eScale, dur, func)
@ -354,8 +357,8 @@ function RoleView:SetHighLight(isLight, eScale, dur, func)
if self.hlTween3 then
self.hlTween3:Kill()
end
self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return sc end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float(function() return sc end),
DG.Tweening.Core.DOSetter_float(function(progress)
local color = Color.New(progress, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
@ -368,9 +371,9 @@ function RoleView:PlaySpineAnim(gog, time, name, isLoop)
gog.AnimationState:SetAnimation(time, name, isLoop)
else
local _complete = nil
_complete = function(state)
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
gog.AnimationState:SetAnimation(0, "idle", true)
gog.AnimationState:SetAnimation(0, "idle", true)
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
gog.AnimationState:SetAnimation(time, name, isLoop)
@ -378,10 +381,8 @@ function RoleView:PlaySpineAnim(gog, time, name, isLoop)
end
end
function RoleView:OnSkillPlay()
if self.camp == 0 then
if self.camp == 0 then
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + 20)
-- 立绘上移动画
@ -389,12 +390,14 @@ function RoleView:OnSkillPlay()
-- self.rlgTween = self.liveRender.transform:DOLocalMove(Vector3.New(0, 200, 0), 0.3, false):SetEase(Ease.OutSine)
-- 立绘缩小
if self.rlgTween2 then self.rlgTween2:Kill() end
self.rlgTween2 = self.RoleLiveGO.transform:DOScale(Vector3.one * self.play_liveScale * 0.7, 0.3):SetEase(Ease.OutSine)
self.rlgTween2 = self.RoleLiveGO.transform:DOScale(Vector3.one * self.play_liveScale * 0.7, 0.3):SetEase(Ease
.OutSine)
-- 立绘位置剧中
if self.rlgTween3 then self.rlgTween3:Kill() end
self.rlgTween3 = self.RoleLiveGO.transform:DOLocalMove(Vector3.New(self.outOffset[1], self.outOffset[2] - 220, 0), 0.3, false):SetEase(Ease.OutSine)
self.rlgTween3 = self.RoleLiveGO.transform:DOLocalMove(
Vector3.New(self.outOffset[1], self.outOffset[2] - 220, 0), 0.3, false):SetEase(Ease.OutSine)
if self.liveRender then
local mask2 = Util.GetGameObject(self.GameObject, "Mask2")
local mask2 = Util.GetGameObject(self.GameObject, "Mask2")
if mask2 then
self.liveRender.transform:SetParent(mask2.transform)
end
@ -407,17 +410,17 @@ function RoleView:OnSkillPlay()
end
function RoleView:OnSkillEnd()
if self.camp == 0 then
if self.camp == 0 then
-- body
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + self.role.position)
self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
local cardRenderMat = self.liveRender.material
cardRenderMat:SetInt("_IsMask", 1)
self.RoleLiveGO.transform.localScale = Vector3.one * self.play_liveScale --Vector2.New(self.offset[1], self.offset[2])
self.RoleLiveGO.transform.localScale = Vector3.one *
self.play_liveScale --Vector2.New(self.offset[1], self.offset[2])
self.RoleLiveGO.transform.localPosition = Vector3.New(self.offset[1], self.offset[2], 0) + Vector3(0, -120, 0)
self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2])
self.liveRender.transform.anchoredPosition = Vector2.zero --Vector2.New(self.offset[1], self.offset[2])
end
end
@ -427,14 +430,10 @@ function RoleView:OnSkillCastingStart()
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "touch", false)
end
function RoleView:OnSkillCastingEnd()
self.RoleLiveGO2:SetActive(false)
end
-- 治疗
function RoleView:OnTreated(castRole, realTreat, treat)
self.Floater:ArtFloating(ArtFloatingType.Treat, ArtFloatingColor.Green, treat)
@ -443,14 +442,13 @@ function RoleView:OnTreated(castRole, realTreat, treat)
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go.transform.localPosition = Vector3.zero --self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 盾效果触发
function RoleView:OnShieldTrigger(shield,isImmuneAllReduceShield)
function RoleView:OnShieldTrigger(shield, isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi_zh")
@ -474,12 +472,12 @@ local DotTypeTip = {
[2] = Language[10266],
[3] = Language[10267],
}
--
--
function RoleView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
if skill and skill.continueTime > 0 and skill.attackCount > 1 then
local space = skill.continueTime / skill.attackCount
local count = skill.attackCount
local d = math.floor(dmg/count)
local d = math.floor(dmg / count)
-- 如果平均伤害小于0 则
if d == 0 then
d = dmg
@ -491,7 +489,7 @@ function RoleView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
end)
-- 立刻打出第一次伤害
local fd = dmg - d *(count - 1)
local fd = dmg - d * (count - 1)
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
else
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
@ -500,30 +498,30 @@ function RoleView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
end
end
--
--
function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
--王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,
TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
else
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
self.Floater:TextBuffFloating(2, DotTypeTip[dotType] .. dmg)
end
else
if bCrit then -- 暴击红色并显示暴击
else
if bCrit then -- 暴击红色并显示暴击
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg)
else
if atkRole.isTeam then -- 异妖紫色
if atkRole.isTeam then -- 异妖紫色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg)
else
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg)
else -- 普攻白色
else -- 普攻白色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg)
end
end
@ -532,31 +530,29 @@ function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
if self.camp == 0 then
-- 卡面变红
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 0, 0.3):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
DG.Tweening.Core.DOSetter_float(function (progress)
DoTween.To(DG.Tweening.Core.DOGetter_float(function() return 1 end),
DG.Tweening.Core.DOSetter_float(function(progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear)
end), 0, 0.3):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float(function() return 0 end),
DG.Tweening.Core.DOSetter_float(function(progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear)
end)
self.GameObject.transform.parent:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.GameObject.transform.parent:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function()
self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
end)
else
self.RoleLiveGOTran:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
self.RoleLiveGOTran:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])
end)
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.3):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1)
self.RoleLiveGOGraphic:DOColor(Color.New(1, 0, 0, 1), 0.3):OnComplete(function()
self.RoleLiveGOGraphic:DOColor(Color.New(1, 1, 1, 1), 0.1)
end)
end
@ -566,7 +562,7 @@ function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
end)
-- 播放受击动画
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
-- 播放受击特效
if skill then
@ -581,24 +577,22 @@ function RoleView:OnHealed(castRole)
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go.transform.localPosition = Vector3.zero --self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 怒气值改变
function RoleView:RoleRageChange(deltaRage)
if deltaRage ~= 0 then
if deltaRage > 0 then
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
else
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage, 0, 1)
end
end
end
function RoleView:OnDead()
if self.hpTween then
self.hpTween:Kill()
@ -618,7 +612,6 @@ function RoleView:onBeSecKill()
end
function RoleView:OnRealDead()
if self.camp == 0 then
Util.SetGray(self.RoleIconGO, true)
self.effect_dead:SetActive(true)
@ -629,10 +622,10 @@ function RoleView:OnRealDead()
self.RoleLiveGO:SetActive(true)
local order = BattleLogic.CurOrder
BattleManager.PauseBattle()
self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function ()
self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function ()
self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function()
self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function()
BattleManager.ResumeBattle()
self.RoleLiveGOGraphic.color = Color.New(1,1,1,1)
self.RoleLiveGOGraphic.color = Color.New(1, 1, 1, 1)
if order ~= BattleLogic.CurOrder then return end
self.GameObject:SetActive(false)
self.RoleLiveGO:SetActive(false)
@ -644,12 +637,12 @@ function RoleView:OnRealDead()
end)
end
self.deadIconGO:SetActive(true)
-- Util.SetGray(self.GameObject, true)
-- Util.SetSpineGray(self.RoleLiveGOGraphic, true)
local color = Color.New(75, 75, 75, 255)/255
local color = Color.New(75, 75, 75, 255) / 255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.deadIconGO, false)
@ -668,7 +661,6 @@ function RoleView:OnRealDead()
end
function RoleView:onRoleRelive()
if self.camp == 0 then
Util.SetGray(self.RoleIconGO, false)
else
@ -680,31 +672,30 @@ function RoleView:onRoleRelive()
end
end
self.deadIconGO:SetActive(false)
local color = Color.New(1, 1, 1, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.GameObject, false)
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
self:DoScale(1, 0)
self.RoleLiveGOGraphic.freeze = false
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.hpSlider.fillAmount = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:ImageBuffFloating("z_zhandou_fuhuo_zh")
end
function RoleView:onDispose()
self.GameObject.transform.parent.localScale = Vector3.one
self.spLoader:Destroy()
self.Floater:Dispose()
self.BuffCtrl:Dispose()
--
--
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
Util.SetSpineGray(self.RoleLiveGOGraphic2, false)
Util.SetColor(self.RoleLiveGOGraphic, Color.New(1, 1, 1, 1))
@ -717,4 +708,4 @@ function RoleView:onDispose()
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
-- 回收本节点
BattlePool.RecycleItem(self.GameObject, self.camp == 0 and BATTLE_POOL_TYPE.MY_ROLE or BATTLE_POOL_TYPE.ENEMY_ROLE)
end
end

View File

@ -129,7 +129,7 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
end
-- 技能名音效
if IS_PLAY_VOICE and combat.SkillNameVoice and GetCurLanguage() == 0 then
if IS_PLAY_VOICE and combat.SkillNameVoice and -1 then
SoundManager.PlaySound(combat.SkillNameVoice)
end

View File

@ -131,9 +131,7 @@ this.refreshShow = function()
local textName = Util.GetGameObject(textParnet, "Text"):GetComponent("Text")
textName.text =v.name
--SetTextVerTial(Util.GetGameObject(textParnet, "Text"),Vector3.New(295.93,-10.17,0),"MiddleRight")
if GetCurLanguage() == 2 then
textName.fontSize = 36
end
textName.fontSize = 36
local state = XuanYuanMirrorManager.GetMirrorState(k) == 1
--LogGreen(k.." 宝镜state:"..XuanYuanMirrorManager.GetMirrorState(k))

View File

@ -328,11 +328,9 @@ function this:SetLevelData(go, data)
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").text = "" --mirrors[data.type].id
Util.GetGameObject(go, "Bg/BgQuality/difficult"):GetComponent("Text").text = difficult.text[data.difficulity]
Util.GetGameObject(go, "Bg/BgQuality/Text"):GetComponent("Text").text = GetLanguageStrById(data.power)
if GetCurLanguage() == 2 then
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/difficult"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/power"):GetComponent("Text").fontSize = 28
end
Util.GetGameObject(go, "Bg/BgQuality/title"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/difficult"):GetComponent("Text").fontSize = 28
Util.GetGameObject(go, "Bg/BgQuality/power"):GetComponent("Text").fontSize = 28
end
--界面打开时调用(用于子类重写)

View File

@ -9,11 +9,11 @@ this.MT = MoneyType.RMB
function this.Initialize()
--this.MT = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 79).Value)
if GetCurLanguage() == 0 then
this.MT = MoneyType.RMB
this.MT = MoneyType.MM
elseif GetCurLanguage() == 1 then
this.MT = MoneyType.USD
elseif GetCurLanguage() == 2 then
this.MT = MoneyType.MM
this.MT = MoneyType.THAI
elseif GetCurLanguage() == 3 then
this.MT = MoneyType.THAI
else

View File

@ -28,7 +28,7 @@ function FightEndLvUpPanel:InitComponent()
this.nextopenListPre = Util.GetGameObject(self.transform, "bg/openFun/nextLvOpenFun/openList/viewPort/content")
if GetCurLanguage() == 0 then
this.roleEffect = Util.GetGameObject(self.transform, "bg/npc")
this.roleEffect = Util.GetGameObject(self.transform, "bg/npc_en")
elseif GetCurLanguage() == 2 then
this.roleEffect = Util.GetGameObject(self.transform, "bg/npc_en")
else

View File

@ -1255,9 +1255,9 @@ function FightPointPassMainPanel:OnShow()
chapterId = FightPointPassManager.GetCurChapterIndex()
end
this.areaName.text = str
if GetCurLanguage() ~= 0 then
--if GetCurLanguage() ~= 0 then
this.areaName.gameObject.transform.localPosition = Vector2.New(0, 0)
end
--end
this.chapterName.text = GetLanguageStrById(fightLevelSetConfig[chapterId].Name)
-- 奖励预览

View File

@ -160,7 +160,7 @@ function FightSmallChoosePanel:OnShowPanelData()
if GetCurLanguage() ~= 0 then
self.chapterInfo:SetActive(false)
else
self.chapterInfo:SetActive(true)
self.chapterInfo:SetActive(false)
end
--章节文字显示
self.titleText.text = GetLanguageStrById(curMiddleConFigData.Name) .. "·" .. NumToComplexFont[curMiddleFightId]

View File

@ -168,7 +168,7 @@ function FindTreasureDispatchPanel:OnShow()
self.timeText.text = self:TimeStampToDateString(conFigData.WasteTime)
if BagManager.GetItemCountById(FindTreasureManager.materialItemId) < takeItemNum then isMaterial = false end
self.btnAutoSureText.fontSize = GetCurLanguage() == 0 and 45 or 40
self.btnAutoSureText.fontSize = 40
end
function FindTreasureDispatchPanel:OnShowPanelData(_allHeroData, isTop, isAni)

View File

@ -23,7 +23,7 @@ function CongratulationPopup:InitComponent()
this.contents = Util.GetGameObject(this.gameObject,"Contents/Pages")
this.effect = Util.GetGameObject(this.gameObject,"Contents/Pages/Shows/UI_effect_FightEndLvUp")
if GetCurLanguage() == 0 then
this.roleEffect = Util.GetGameObject(self.transform, "Contents/Pages/Shows/npc")
this.roleEffect = Util.GetGameObject(self.transform, "Contents/Pages/Shows/npc_en")
elseif GetCurLanguage() == 2 then
this.roleEffect = Util.GetGameObject(self.transform, "Contents/Pages/Shows/npc_en")
else

View File

@ -196,7 +196,7 @@ function this.SetScrollPre(root, data)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circle)
local str = GetLanguageStrById(data.Name)
if GetCurLanguage() == 0 and LengthString(data.Name) >= 5 then
if GetCurLanguage() == -1 and LengthString(data.Name) >= 5 then
str = SubString(data.Name, 4) .. "..."
end
name.text = str --SubString2(GetLanguageStrById(data.Name),10)

View File

@ -209,7 +209,7 @@ function this.ShowSinglePokemonList(go, singleData, liveIndex)
go.transform.parent.gameObject:SetActive(false)
elseif state == 2 then
lockInfo:SetActive(true)
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
Util.GetGameObject(go, "lockInfo/lockInfo/lvImage/Text"):GetComponent("Text").text = pokemonPosLocks
[liveIndex] .. Language[10056]
else
@ -259,7 +259,7 @@ function this.ShowSinglePokemonList(go, singleData, liveIndex)
--SetTextVerTial(nameText, Vector3.New(55.3, -1.58, 0))
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
Util.GetGameObject(go, "upZhenInfo/lvImage/Text"):GetComponent("Text").text = curData.lv .. Language[10065]
else
Util.GetGameObject(go, "upZhenInfo/lvImage/Text"):GetComponent("Text").text = Language[10065] .. curData.lv

View File

@ -603,7 +603,7 @@ function this.ShowGuide(id)
str = string.gsub(str, "}", "</color>")
this.desc.text = str
end
if IS_PLAY_VOICE and GuideConfig[id].Audio and GuideConfig[id].Audio ~= "" and GetCurLanguage() == 0 then
if IS_PLAY_VOICE and GuideConfig[id].Audio and GuideConfig[id].Audio ~= "" and GetCurLanguage() == -1 then
audio = SoundManager.PlaySound(GuideConfig[id].Audio)
end
PlayUIAnim(this.tipButtomRoot)

View File

@ -392,7 +392,7 @@ function HandBookHeroInfoPanel:UpdateBtnList()
tabsList[k].gameObject:SetActive(true)
end
local title = Util.GetGameObject(tabsList[k], "Text"):GetComponent("Text")
title.text = GetCurLanguage() == 0 and tabs[k].title or "<size=45>"..tabs[k].title.."</size>"
title.text = GetCurLanguage() == -1 and tabs[k].title or "<size=45>"..tabs[k].title.."</size>"
tabsList[k]:GetComponent("Image").sprite = this.spLoader:LoadSprite(tabs[k].default)
Util.AddOnceClick(tabsList[k],function()
if k == _CurPageIndex then

View File

@ -95,7 +95,7 @@ function ConRechargePage:OnShow(_sortingOrder)
if GetCurLanguage() == 1 then
SetTextVerTial(self.title1,Vector3.New(38.295,152,0))
self.image.transform.localPosition = Vector2.New(-354,403)
elseif GetCurLanguage() == 2 then
else
SetTextVerTial(self.title1,Vector3.New(172.5,152,0))
self.obj.transform.localPosition = Vector2.New(-60,0)
end

View File

@ -91,7 +91,7 @@ end
function NiuZhuanQianKun:OnOpen()
this.title:GetComponent("Image").sprite = this.spLoader:LoadSprite("n_niuzhuanqiankun_slogan_zh")
this.rollBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("n_niuzhuanqiankun_anniu01_zh")
if GetCurLanguage() ~= 0 then
if GetCurLanguage() ~= -1 then
local state = this.rollBtn:GetComponent("Button").spriteState
state.pressedSprite = this.spLoader:LoadSprite("n_niuzhuanqiankun_anniu02_zh")
this.rollBtn:GetComponent("Button").spriteState = state

View File

@ -32,37 +32,40 @@ function ContinuityRechargePage:ctor(mainPanel, gameObject)
self.obj = Util.GetGameObject(self.image, "obj")
if not self.moneyNum then
self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.image.transform,
math.round(MoneyUtil.GetMoney(2000)) , MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7, Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1)
self.moneyNum = SubUIManager.Open(SubUIConfig.MoneyNumView, self.image.transform,
math.round(MoneyUtil.GetMoney(2000)), MoneyNumViewType.Image_Horizontal, "ArtFont_2_cfont", 42, 0.7,
Vector2.New(118, 161), Vector2.New(-30, -50), MoneyNumViewImageType.Big_1)
self.moneyNum:SetOffsetPosition(Vector2.New(0, -450))
end
end
function ContinuityRechargePage:OnShow(_sortingOrder)
self.title1.text = _MoneyConfig[MoneyUtil.MT]
if GetCurLanguage() == 1 then
SetTextVerTial(self.title1,Vector3.New(38.295,152,0))
self.image.transform.localPosition = Vector2.New(-354,403)
elseif GetCurLanguage() == 2 then
SetTextVerTial(self.title1,Vector3.New(172.5,152,0))
self.obj.transform.localPosition = Vector2.New(-60,0)
SetTextVerTial(self.title1, Vector3.New(38.295, 152, 0))
self.image.transform.localPosition = Vector2.New(-354, 403)
else
SetTextVerTial(self.title1, Vector3.New(172.5, 152, 0))
self.obj.transform.localPosition = Vector2.New(-60, 0)
end
isPlayAnim = true
Util.AddParticleSortLayer( self.effect, _sortingOrder - sortingOrder)
Util.AddParticleSortLayer(self.effect, _sortingOrder - sortingOrder)
sortingOrder = _sortingOrder
Game.GlobalEvent:AddEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.RefreshPanel, self)
Game.GlobalEvent:AddEvent(GameEvent.Activity.ContinueRechargeRefresh, self.RefreshPanel, self)
self.gameObject:SetActive(true)
self:RefreshPanel()
end
--层级重设 防特效穿透
function ContinuityRechargePage:OnSortingOrderChange(cursortingOrder)
Util.AddParticleSortLayer( self.effect, cursortingOrder - sortingOrder)
Util.AddParticleSortLayer(self.effect, cursortingOrder - sortingOrder)
sortingOrder = cursortingOrder
for i, v in pairs(continuityTaskList) do
v:OnSortingOrderChange(cursortingOrder)
end
end
function ContinuityRechargePage:OnHide()
Game.GlobalEvent:RemoveEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh, self.RefreshPanel, self)
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.ContinueRechargeRefresh, self.RefreshPanel, self)
@ -70,13 +73,14 @@ function ContinuityRechargePage:OnHide()
end
function ContinuityRechargePage:RefreshPanel()
local actRewardConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId", ActivityTypeDef.ContinuityRecharge)
local actRewardConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig, "ActivityId",
ActivityTypeDef.ContinuityRecharge)
self.conditionDesc.text = actRewardConfigs[1].Values[1][1]
--Log("连续充值刷新"..ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge).value)
for i, actRewardInfo in ipairs(actRewardConfigs) do
if not continuityTaskList[i] then
continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
continuityTaskList[i]:Init(actRewardInfo, sortingOrder)
end
continuityTaskList[i]:SetValue()
end
@ -92,9 +96,8 @@ end
--界面销毁时调用(用于子类重写)
function ContinuityRechargePage:OnDestroy()
sortingOrder = 0
continuityTaskList = {}
end
return ContinuityRechargePage
return ContinuityRechargePage

View File

@ -195,7 +195,7 @@ function this.ShowSinglePokemonList(go,singleData,liveIndex)
go.transform.parent.gameObject:SetActive(false)
elseif state == 2 then
lockInfo:SetActive(true)
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
Util.GetGameObject(go, "lockInfo/lockInfo/lvImage/Text"):GetComponent("Text").text = pokemonPosLocks[liveIndex]..Language[10056]
else
Util.GetGameObject(go, "lockInfo/lockInfo/lvImage/Text"):GetComponent("Text").text = Language[10056]..pokemonPosLocks[liveIndex]
@ -235,7 +235,7 @@ function this.ShowSinglePokemonList(go,singleData,liveIndex)
--SetTextVerTial(nameText,Vector3.New(55.3,-1.58,0))
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
Util.GetGameObject(go, "upZhenInfo/lvImage/Text"):GetComponent("Text").text = curData.lv..Language[10065]
else
Util.GetGameObject(go, "upZhenInfo/lvImage/Text"):GetComponent("Text").text = Language[10065] .. curData.lv

View File

@ -34,13 +34,7 @@ end
function this.GetLocalRandomName()
local random1 = math.random(1, RandomName.__count)
local random2 = math.random(1, RandomName.__count)
if GetCurLanguage() == 1 then
return GetLanguageStrById(RandomName[random2].Name)
elseif GetCurLanguage() == 2 then
return GetLanguageStrById(RandomName[random2].Name)
else
return RandomName[random1].Sur_name .. RandomName[random2].Name
end
return GetLanguageStrById(RandomName[random2].Name)
end
--得到任意名字数据
@ -49,13 +43,7 @@ function this.GetRandomNameData()
if IsLanguagePack then
preName = GetLanguageStrById(preName)
postName = GetLanguageStrById(postName)
if GetCurLanguage() == 1 then
randomName = string.gsub(postName, " ", "")
elseif GetCurLanguage() == 2 then
randomName = string.gsub(postName, " ", "") -- 使用单独名字去掉中间空格
else
randomName = preName .. postName
end
randomName = string.gsub(postName, " ", "")
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnNameChange, randomName)
else
if randomName ~= "" then

View File

@ -629,7 +629,7 @@ function this.SetInfoShow(go, data, rankType, Value0)
Util.GetGameObject(go, "trial/tip"):GetComponent("Text").text = Language[11929] .. data.rankInfo.param1
end
elseif rankType == RANK_TYPE.GOLD_EXPER then --达人
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
Util.GetGameObject(go, "goldExper/tip"):GetComponent("Text").fontSize = 38
else
Util.GetGameObject(go, "goldExper/tip"):GetComponent("Text").fontSize = 28
@ -684,7 +684,7 @@ function this.SetInfoShow(go, data, rankType, Value0)
end
-- Util.GetGameObject(go,"trial/Text"):GetComponent("Text").text = "贡献度:"..data.rankInfo.param1
Util.GetGameObject(go, "trial/Text"):SetActive(true)
if GetCurLanguage() == 2 then
if GetCurLanguage() ~= -1 then
Util.GetGameObject(go, "trial/tip"):GetComponent("Text").fontSize = 26
else
Util.GetGameObject(go, "trial/tip"):GetComponent("Text").fontSize = 38

View File

@ -362,7 +362,7 @@ function GiftPre:SetType2()
--LogError("aaaa=="..self.data.data.shows[1][2])
self.type2Text2.text = self.data.data.shopItemData.Rebate
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
self.type2Text1.gameObject:GetComponent("RectTransform").anchoredPosition = offSetX[0].txt1
self.type2Icon1.gameObject:GetComponent("RectTransform").anchoredPosition = offSetX[0].icon1
self.type2Text2.gameObject:GetComponent("RectTransform").anchoredPosition = offSetX[0].txt

View File

@ -627,7 +627,7 @@ function GiftView:SetTipShow(tipRoot, data, buyType, DataTypeIndex)
tip1Text2.text = shopItemData.Rebate
tip2Text.text = shopItemData.Rebate
end
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
tip1Text1.gameObject:GetComponent("RectTransform").localPosition = offSetX[0].txt1
Util.GetGameObject(tipRoot, "tip1/icon_1"):GetComponent("RectTransform").localPosition = offSetX[0].icon1
tip1Text2.gameObject:GetComponent("RectTransform").localPosition = offSetX[0].txt

View File

@ -172,7 +172,7 @@ function this.SetScrollPre(root, data)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[data.Quantity].circle)
local str = GetLanguageStrById(data.Name)
if GetCurLanguage() == 0 and LengthString(data.Name) >= 5 then
if GetCurLanguage() == -1 and LengthString(data.Name) >= 5 then
str = SubString(data.Name, 4) .. "..."
end
name.text = str --SubString2(GetLanguageStrById(data.Name),10)

View File

@ -26,7 +26,7 @@ function PlayerGiftPanel:InitComponent()
for i = 1, 2 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
local nameTxt = Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
nameTxt.fontSize = GetCurLanguage() == 0 and 48 or 40
nameTxt.fontSize = 40
nameTxt.text = tableName[i]
redTabs[i] = Util.GetGameObject(tabs[i], "red")
if i == 2 then
@ -392,7 +392,7 @@ function this:SetSelectBtn()
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
this.selectBtn.transform:SetSiblingIndex(1)
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == -1 and
tableName[indexBtnNum] or
"<size=40>" ..
tableName[indexBtnNum] ..

View File

@ -92,7 +92,7 @@ function RoleEquipPanel:InitComponent()
this.effect = Util.GetGameObject(self.transform, "bg/effect")
for i = 1, 6 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
Util.GetGameObject(tabs[i], "Text"):GetComponent("Text").fontSize = GetCurLanguage() == 0 and 40 or 40
Util.GetGameObject(tabs[i], "Text"):GetComponent("Text").fontSize = GetCurLanguage() == -1 and 40 or 40
redTabs[i] = Util.GetGameObject(tabs[i], "red")
effectList[i] = Util.GetGameObject(self.transform, "bg/equipInfo/equip" .. i .. "/effect")
end
@ -675,7 +675,7 @@ function this:SetSelectBtn()
this.selectBtn.transform:SetSiblingIndex(1)
--this.selectBtn.transform.localScale = Vector3.one
--this.selectBtn:GetComponent("Image"):SetNativeSize()
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and typeTab[indexBtnNum] or "<size=40>"..typeTab[indexBtnNum].."</size>"--typeTab[indexBtnNum]
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == -1 and typeTab[indexBtnNum] or "<size=40>"..typeTab[indexBtnNum].."</size>"--typeTab[indexBtnNum]
end
function this:OpenTips(nextEquipData,pos)

View File

@ -31,7 +31,7 @@ function RoleGiftPanel:InitComponent()
for i = 1, 2 do
tabs[i] = Util.GetGameObject(self.transform, "Tabs/Btn" .. i)
local nameTxt = Util.GetGameObject(tabs[i], "Text"):GetComponent("Text")
nameTxt.fontSize = GetCurLanguage() == 0 and 48 or 40
nameTxt.fontSize = 40
nameTxt.text = tableName[i]
redTabs[i] = Util.GetGameObject(tabs[i], "red")
if i == 2 then
@ -456,7 +456,7 @@ function this:SetSelectBtn()
this.selectBtn.transform:SetParent(tabs[indexBtnNum].transform)
this.selectBtn:GetComponent("RectTransform").anchoredPosition3D = Vector3(-12.28, 1.08, 0)
this.selectBtn.transform:SetSiblingIndex(1)
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == -1 and
tableName[indexBtnNum] or
"<size=40>" ..
tableName[indexBtnNum] ..

View File

@ -682,7 +682,7 @@ function this:UpdateBtnList()
local redpot = Util.GetGameObject(tabsList[k], "redPoint")
local lock = Util.GetGameObject(tabsList[k], "lock")
lock.gameObject:SetActive(false)
title.text = GetCurLanguage() == 0 and v.title or "<size=45>" .. v.title .. "</size>"
title.text = GetCurLanguage() == -1 and v.title or "<size=45>" .. v.title .. "</size>"
-- 判断是否需要检测红点
redpot:SetActive(false)
if k == RoleInfoPanelIndex.qingbao then
@ -754,7 +754,7 @@ function this:SetSelectBtn(index)
this.selectBtn.transform.localScale = Vector3.one
this.selectBtn.transform.localPosition = Vector3.zero
this.selectBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(tabs[index].select)
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = GetCurLanguage() == 0 and
Util.GetGameObject(this.selectBtn.transform, "Text"):GetComponent("Text").text = -1 and
tabs[index].title or
"<size=45>" ..
tabs[index].title ..

View File

@ -194,7 +194,7 @@ function this.SetScrollPre(root, data)
Util.GetGameObject(root, "circleFrameBg/circleFrame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
SoulPrintSpriteByQuantity[itemConfig[data.Id].Quantity].circle)
local str = GetLanguageStrById(data.Name)
if GetCurLanguage() == 0 and LengthString(data.Name) >= 5 then
if GetCurLanguage() == -1 and LengthString(data.Name) >= 5 then
str = SubString(data.Name, 4) .. "..."
end
name.text = str --SubString2(GetLanguageStrById(data.Name),10)

View File

@ -247,7 +247,7 @@ end
--灯笼大小变化
function TianShuMiJuanMainPanel:ChengeSize()
if GetCurLanguage() == 0 then return end
if GetCurLanguage() == -1 then return end
local width = GetPreferredWidth(self.shaiText.transform)
local vec = self.Image.transform.sizeDelta
local shaiVect = self.shai:GetComponent("RectTransform").transform.sizeDelta

View File

@ -177,7 +177,7 @@ function this.SingleDataShow(btn, go, data, index)
if prog == 1 then
prog = 0
end
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
num.text = Language[13023] .. string.format("\n<color=#E8C101>%u\n%%</color>", prog)
else
num.text = Language[13023] .. string.format("<color=#E8C101>%u%%</color>", prog)
@ -189,7 +189,7 @@ function this.SingleDataShow(btn, go, data, index)
tip2.text = ""
elseif PlayerManager.level < data.unlockLevel then
tip2.text = ""
if GetCurLanguage() == 0 then
if GetCurLanguage() == -1 then
num.text = Language[13025] .. "\n" .. data.unlockLevel .. "\n" .. Language[13026]
else
num.text = Language[13025] .. data.unlockLevel .. Language[13026]