diff --git a/Assets/ManagedResources/EffectResUI/Story/Texture/Matrix182.png b/Assets/ManagedResources/EffectResUI/Story/Texture/Matrix182.png index e265a528ec..5f9425d507 100644 Binary files a/Assets/ManagedResources/EffectResUI/Story/Texture/Matrix182.png and b/Assets/ManagedResources/EffectResUI/Story/Texture/Matrix182.png differ diff --git a/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian.anim b/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian_anim.anim similarity index 100% rename from Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian.anim rename to Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian_anim.anim diff --git a/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian.anim.meta b/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian_anim.anim.meta similarity index 100% rename from Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian.anim.meta rename to Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_jian_anim.anim.meta diff --git a/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi.anim b/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi_anim.anim similarity index 100% rename from Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi.anim rename to Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi_anim.anim diff --git a/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi.anim.meta b/Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi_anim.anim.meta similarity index 100% rename from Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi.anim.meta rename to Assets/ManagedResources/EffectResUI/TianZunJiangShi/Animation/UI_effect_SupremeHeroPopup_wenzi_anim.anim.meta diff --git a/Assets/ManagedResources/Prefabs/UI/View/PlayerLiveView.prefab b/Assets/ManagedResources/Prefabs/UI/View/PlayerLiveView.prefab index 7d0193207d..af88711178 100644 --- a/Assets/ManagedResources/Prefabs/UI/View/PlayerLiveView.prefab +++ b/Assets/ManagedResources/Prefabs/UI/View/PlayerLiveView.prefab @@ -206,7 +206,7 @@ RectTransform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 3474375057190085441} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalPosition: {x: 0, y: 0, z: -1} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 6716452405183363615} diff --git a/Assets/ManagedResources/~Lua/Modules/Story/StoryMapPanel.lua b/Assets/ManagedResources/~Lua/Modules/Story/StoryMapPanel.lua index 143b0cbea8..958e6efddd 100644 --- a/Assets/ManagedResources/~Lua/Modules/Story/StoryMapPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Story/StoryMapPanel.lua @@ -36,6 +36,7 @@ function StoryMapPanel:InitComponent() this.GoOn = Util.GetGameObject(self.gameObject,"bg/btnGoOn") this.btnGoOn = Util.GetGameObject(this.GoOn ,"Click") + this.GoOn.gameObject:SetActive(false) this.skip = Util.GetGameObject(self.gameObject,"bg/btnSkip") this.btnSkip = Util.GetGameObject(this.skip,"btnGo") @@ -44,6 +45,7 @@ function StoryMapPanel:InitComponent() this.Maps = {} this.btnBack = Util.GetGameObject(self.gameObject,"btnBack") + this.btnBack.gameObj:SetActive(false) end --绑定事件(用于子类重写) @@ -157,10 +159,10 @@ local pos = { [2] = Vector3.New(0,0,0), [3] = Vector3.New(130,0,0), [4] = Vector3.New(-130,-144,0), - [5] = Vector3.New(130,-144,0), - [6] = Vector3.New(-130,-288,0), - [7] = Vector3.New(0,-288,0), - [8] = Vector3.New(130,-288,0), + [6] = Vector3.New(130,-144,0), + [7] = Vector3.New(-130,-288,0), + [8] = Vector3.New(0,-288,0), + [9] = Vector3.New(130,-288,0), } function this:CheckTrigger(data,go) @@ -223,31 +225,35 @@ function this:CheckTrigger(data,go) this.UI_Effect_ChuFaEffect_02 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_02", PoolManager.AssetType.GameObject) this.UI_Effect_ChuFaEffect_02.name = "UI_Effect_ChuFaEffect_02" this.UI_Effect_ChuFaEffect_02.transform:SetParent(this.effectRoot.transform) - this.UI_Effect_ChuFaEffect_02.transform.localPosition = Vector3.New(0,-300,0) + this.UI_Effect_ChuFaEffect_02.transform.localPosition = Vector3.New(-415,700,0) this.UI_Effect_ChuFaEffect_02.transform.localScale = Vector3.one end if not this.UI_Effect_ChuFaEffect_05 then this.UI_Effect_ChuFaEffect_05 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject) this.UI_Effect_ChuFaEffect_05.name = "UI_Effect_ChuFaEffect_05" this.UI_Effect_ChuFaEffect_05.transform:SetParent(this.effectRoot.transform) - this.UI_Effect_ChuFaEffect_05.transform.localPosition = pos[7] + this.UI_Effect_ChuFaEffect_05.transform.localPosition = pos[8] this.UI_Effect_ChuFaEffect_05.transform.localScale = Vector3.one end + this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false) Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_02,newSortingOrder - sortingOrder) Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder) - this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true) - this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true) + this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true) + Timer.New(function() + this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false) + this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true) + end,data.groups[1],1,false):Start() + Timer.New(function() if this.PlayerGrouops and this.PlayerGrouops[7] then this.PlayerGrouops[7]:SetWalkDir(WALK_DIR.DEAD_BACK) end - end,0.5,1,false):Start() + end,(data.groups[1] + 0.5),1,false):Start() Timer.New(function() - this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false) this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false) this:StackPop() - end,data.groups[1],1,false):Start() + end,(data.groups[1] + 0.5 + 1),1,false):Start() --this:StackPop() elseif data.eventType == 8 then this.eventIndex = 0 @@ -256,40 +262,47 @@ function this:CheckTrigger(data,go) if not this.effectBrowList then this.effectBrowList = {} end - for i = 1, 8 do - if not this.effectBrowList[i] then - this.effectBrowList[i] = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject) - this.effectBrowList[i].name = "UI_Effect_ChuFaEffect_05" - this.effectBrowList[i].transform:SetParent(this.effectRoot.transform) - this.effectBrowList[i].transform.localPosition = pos[i] - this.effectBrowList[i].transform.localScale = Vector3.one - this.effectBrowList[i].gameObject:SetActive(false) + local tempList = {7,4,1,2,3,6,9} + for k,v in pairs(tempList) do + if not this.effectBrowList[v] then + this.effectBrowList[v] = poolManager:LoadAsset("UI_Effect_ChuFaEffect_05", PoolManager.AssetType.GameObject) + this.effectBrowList[v].name = "UI_Effect_ChuFaEffect_05" + this.effectBrowList[v].transform:SetParent(this.effectRoot.transform) + this.effectBrowList[v].transform.localPosition = pos[v] + this.effectBrowList[v].transform.localScale = Vector3.one + this.effectBrowList[v].gameObject:SetActive(false) end end local indexTemp = 0 - LogGreen("this.PlayerGrouops[indexTemp]:"..LengthOfTable(this.PlayerGrouops)) Timer.New(function() indexTemp = indexTemp + 1 - Util.AddParticleSortLayer(this.effectBrowList[indexTemp],newSortingOrder - sortingOrder) - this.effectBrowList[indexTemp].gameObject:SetActive(true) - if this.PlayerGrouops and this.PlayerGrouops[indexTemp] then - LogGreen("indexTemp:"..indexTemp) - if indexTemp > 0 and indexTemp < 4 then - this.PlayerGrouops[indexTemp]:SetWalkDir(WALK_DIR.DEAD_FRONT) - elseif indexTemp == 4 then - this.PlayerGrouops[indexTemp]:SetWalkDir(WALK_DIR.DEAD_LEFT) - elseif indexTemp == 5 then - this.PlayerGrouops[indexTemp]:SetWalkDir(WALK_DIR.DEAD_RIGHT) - elseif indexTemp > 5 and indexTemp < 9 then - this.PlayerGrouops[indexTemp]:SetWalkDir(WALK_DIR.DEAD_BACK) - end - end - end,data.groups[1],8,false):Start() + Util.AddParticleSortLayer(this.effectBrowList[tempList[indexTemp]],newSortingOrder - sortingOrder) + this.effectBrowList[tempList[indexTemp]].gameObject:SetActive(true) + local index = 0 + if tempList[indexTemp] < 5 then + index = tempList[indexTemp] + else + index = tempList[indexTemp] - 1 + end + LogGreen("index:"..index.." this.PlayerGrouops[index]:"..tostring(this.PlayerGrouops[index])) + if this.PlayerGrouops and this.PlayerGrouops[index] then + if index > 0 and index < 4 then + this.PlayerGrouops[index]:SetWalkDir(WALK_DIR.DEAD_FRONT) + elseif index == 4 then + this.PlayerGrouops[index]:SetWalkDir(WALK_DIR.DEAD_LEFT) + elseif index == 5 then + this.PlayerGrouops[index]:SetWalkDir(WALK_DIR.DEAD_RIGHT) + elseif index > 5 and index < 9 then + this.PlayerGrouops[index]:SetWalkDir(WALK_DIR.DEAD_BACK) + end + end + end,data.groups[1],7,false):Start() Timer.New(function() - for i = 1 ,#this.effectBrowList do - this.effectBrowList[i].gameObject:SetActive(false) + for k,v in pairs(this.effectBrowList) do + v.gameObject:SetActive(false) end + if not this.UI_Effect_ChuFaEffect_03 then this.UI_Effect_ChuFaEffect_03 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_03", PoolManager.AssetType.GameObject) this.UI_Effect_ChuFaEffect_03.name = "UI_Effect_ChuFaEffect_03" @@ -301,7 +314,7 @@ function this:CheckTrigger(data,go) this.UI_Effect_ChuFaEffect_03.gameObject:SetActive(true) Timer.New(function() this:StackPop() - end,data.groups[3],1,false):Start() + end,1.3,1,false):Start() end,data.groups[2],1,false):Start() elseif data.eventType == 9 then --等待几秒 this.eventIndex = 0 @@ -491,9 +504,9 @@ function StoryMapPanel:OnClose() end this.map.transform.localPosition = Vector3.New(0,0,0) if this.effectBrowList then - for i = 1 ,#this.effectBrowList do - this.effectBrowList[i].gameObject:SetActive(false) - poolManager:UnLoadAsset(this.effectBrowList[i].name, this.effectBrowList[i], PoolManager.AssetType.GameObject) + for k ,v in pairs(this.effectBrowList) do + v.gameObject:SetActive(false) + poolManager:UnLoadAsset(v.name, v, PoolManager.AssetType.GameObject) end this.effectBrowList = nil end