【战斗】卡牌人物立绘释放技能时位置计算方式调整

dev_chengFeng
gaoxin 2021-06-03 18:40:26 +08:00
parent 46bdf8c271
commit 327efb10d0
2 changed files with 9 additions and 8 deletions

View File

@ -11,7 +11,7 @@ function CardRendererManager.Initialize()
this.renderList = {}
this.textureList = {}
for i = 1, 12 do
this.renderList[i] = Util.GetGameObject(this.root, "CardRenderer"..i.."/Canvas")
this.renderList[i] = Util.GetGameObject(this.root, "CardRenderer"..i.."/Canvas/root")
this.textureList[i] = resMgr:LoadAsset("CardTexture"..i)
end
@ -50,10 +50,11 @@ function CardRendererManager.GetSpineTexture(pos, liveName, scaleV3, posV3, isRe
local liveNode = poolManager:LoadLive(liveName, parent, scaleV3, posV3 + Vector3(0, -120, 0), onClear)
this.liveList[this.indexFlag] = {
name = liveName,
node = liveNode
node = liveNode,
parent = parent
}
--
return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node, this.indexFlag
return this.textureList[this.indexFlag], this.liveList[this.indexFlag].node, this.indexFlag, this.liveList[this.indexFlag].parent
end
-- 判断是否存在

View File

@ -83,7 +83,7 @@ function PlayerView:onCreate(go, role, position, root)
-- 卡牌立绘显示
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.texture, self.RoleLiveGO , _, self.RoleLiveParnet = 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.transform:SetParent(Util.GetGameObject(go, "Mask").transform)
self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2
@ -347,10 +347,10 @@ function PlayerView:OnSkillPlay()
self:ChangeCardSorting(battleSorting + 20)
-- 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.RoleLiveParnet.transform:DOScale(Vector3.one * 0.85, 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.RoleLiveParnet.transform:DOLocalMove(Vector3.New(0, 100, 0), 0.3, false):SetEase(Ease.OutSine)
if self.liveRender then
local mask2 = Util.GetGameObject(self.GameObject, "Mask2")
if mask2 then
@ -374,8 +374,8 @@ function PlayerView:OnSkillEnd()
-- 动画播放就停止
if self.rlgTween2 then self.rlgTween2:Kill() end
if self.rlgTween3 then self.rlgTween3:Kill() end
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.RoleLiveParnet.transform.localScale = Vector3.one --Vector2.New(self.offset[1], self.offset[2])
self.RoleLiveParnet.transform.localPosition = Vector3(0, 0, 0)
self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2])
end