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m_ObjectHideFlags: 0 + m_ObjectHideFlags: 2 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 5c0712028f..3dfd30c080 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -663,7 +663,7 @@ function BattleUtil.RandomDot(rand, dot, caster, target, round, interval, damage caster.Event:DispatchEvent(BattleEventName.PassiveRandomDot, _CallBack, dot) target.Event:DispatchEvent(BattleEventName.PassiveBeRandomDot, _CallBack, dot) rand = BattleUtil.CountChangeList(rand, cl) - damage = BattleUtil.CountChangeList(damage, dcl) + damage = floor(BattleUtil.CountChangeList(damage, dcl)) return BattleUtil.RandomAction(rand, function() local buff = Buff.Create(caster, BuffName.DOT, round, interval, dot, damage) diff --git a/Assets/ManagedResources/~Lua/View/ShopView.lua b/Assets/ManagedResources/~Lua/View/ShopView.lua index 4f4177ee27..dd20c54e7b 100644 --- a/Assets/ManagedResources/~Lua/View/ShopView.lua +++ b/Assets/ManagedResources/~Lua/View/ShopView.lua @@ -4,8 +4,7 @@ local _ShopTypeConfig = ConfigManager.GetConfig(ConfigName.StoreTypeConfig) local ShopView = {} local this = ShopView this.sortingOrder = 0 --- 保存商品中的物品节点 -local _GoodsItemList = {} +local isPlayShow = true ---===============================生命周期函数================================ function this:New(gameObject) local o = {} @@ -80,6 +79,8 @@ end function this:BindEvent() local localSelf = self Util.AddOnceClick(self.refreshBtn, function() + PlaySoundWithoutClick("UI_refresh") + isPlayShow = true local isPopUp = RedPointManager.PlayerPrefsGetStr(PlayerManager.uid .. localSelf.ShopType) local currentTime = os.date("%Y%m%d", PlayerManager.serverTime) local shopType = localSelf.ShopType @@ -136,12 +137,14 @@ function this:OnClose() -- 物品节点回收 - for _, item in pairs(_GoodsItemList) do - Util.SetColor(item.gameObject, Color.New(1,1,1,1)) - Util.SetGray(item.gameObject, false) - SubUIManager.Close(item) + if self._GoodsItemList then + for _, item in pairs(self._GoodsItemList) do + Util.SetColor(item.gameObject, Color.New(1,1,1,1)) + Util.SetGray(item.gameObject, false) + SubUIManager.Close(item) + end + self._GoodsItemList = {} end - _GoodsItemList = {} -- 红点销毁 -- if self.ShopType == SHOP_TYPE.GENERAL_SHOP then @@ -189,8 +192,10 @@ function this:RefreshShopInfo(isRefresh, isTop) if isRefresh then -- 物品节点播放特效 - for _, item in pairs(_GoodsItemList) do - item:OnShowUIeffectItemViewSaoguang() + if self._GoodsItemList then + for _, item in pairs(self._GoodsItemList) do + item:OnShowUIeffectItemViewSaoguang() + end end end end @@ -382,17 +387,17 @@ function this:RefreshItemList(isTop) self.RechargeScrollView:SetData(itemlist, function(index, shopItem) local itemData = itemlist[index] self:RechargeShopItemAdapter(shopItem, itemData) + if isPlayShow then + shopItem.gameObject:SetActive(false) + end end) if isTop then self.RechargeScrollView:SetIndex(1) end - self.RechargeScrollView:ForeachItemGO(function (index, go) - Timer.New(function () - go.gameObject:SetActive(true) - PlayUIAnim(go.gameObject) - end, 0.03*(index-1)):Start() - end) - + if isPlayShow then + SecTorPlayAnimByScroll(self.RechargeScrollView,0.03) + isPlayShow = false + end else -- 重置列表 self.RechargeScrollView.gameObject:SetActive(false) @@ -401,17 +406,17 @@ function this:RefreshItemList(isTop) self.ScrollView:SetData(itemlist, function(index, shopItem) local itemData = itemlist[index] self:ShopItemAdapter(shopItem, itemData) + if isPlayShow then + shopItem.gameObject:SetActive(false) + end end) if isTop then self.ScrollView:SetIndex(1) end - self.ScrollView:ForeachItemGO(function (index, go) - Timer.New(function () - go.gameObject:SetActive(true) - PlayUIAnim(go.gameObject) - end, 0.03*(index-1)):Start() - end) - + if isPlayShow then + SecTorPlayAnimByScroll(self.ScrollView,0.03) + isPlayShow = false + end end end @@ -481,14 +486,17 @@ function this:ShopItemAdapter(shopItem, itemData) empty:SetActive(isEmpty) -- 数据匹配 - if not _GoodsItemList[shopItem] then - _GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform) + if not self._GoodsItemList then + self._GoodsItemList = {} end - Util.SetGray(_GoodsItemList[shopItem].gameObject, not _IsUnLock) + if not self._GoodsItemList[shopItem] then + self._GoodsItemList[shopItem] = SubUIManager.Open(SubUIConfig.ItemView, item.transform) + end + Util.SetGray(self._GoodsItemList[shopItem].gameObject, not _IsUnLock) if isEmpty or not _IsUnLock then -- 物品空或者未解锁不现实物品特效 - _GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false) + self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false) else - _GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,this.sortingOrder) + self._GoodsItemList[shopItem]:OnOpen(false, goods[1],1,false,false,false,this.sortingOrder) end -- 商品颜色显示 @@ -547,6 +555,8 @@ function this:RechargeShopItemAdapter(shopItem, itemData) self:RechargeSuccessFunc(itemData.goodsId) end) end) + + end -- 充值成功回调 @@ -579,6 +589,7 @@ function this:ShowShop(shopType,_sortingOrder) -- 刷新显示 self.ShopType = shopType + isPlayShow = true self.ShopId = ShopManager.GetShopDataByType(self.ShopType).id self.ShopConfig = _ShopTypeConfig[self.ShopId] -- 显示帮助按钮 @@ -624,8 +635,8 @@ end -- 设置层级 function this:SetSortLayer(sortLayer) -- - Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(_GoodsItemList)) - for _, item in pairs(_GoodsItemList) do + Log("sortLayer _GoodsItemList "..sortLayer.." "..LengthOfTable(self._GoodsItemList)) + for _, item in pairs(self._GoodsItemList) do item:SetEffectLayer(sortLayer)--this.sortingOrder) end