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PlayerManager.level local openRule = data.OpenRules + if not data.OpenRules or #data.OpenRules < 2 then + return true + end if openRule[1] == 1 then -- 关卡开启 qualifiled = FightPointPassManager.IsFightPointPass(openRule[2]) elseif openRule[1] == 2 then -- 等级开启 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua index 9cdd300a4b..1ff8da942f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua @@ -341,7 +341,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill) local targetPos = go2.transform.localPosition local startPos = targetPos + Vector3.New(0, 800, 0) go2.transform.localPosition = startPos - go2.transform:DOLocalMove(targetPos, 1, false) + go2.transform:DOLocalMove(targetPos, combat.KeyFrame/1000, false) BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000) end diff --git a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua index e720a16b52..b1bf7127b8 100644 --- a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua @@ -224,20 +224,17 @@ function this.PageTabAdapter(tab, index, status) this.BindPageRedpot(index, redpot) end local id = ActivityGiftManager.IsActivityTypeOpen(tabs[index].ActType) - if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then - if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then - tab:SetActive(GlobalActConfig[id].ShowArt == index) - else - tab.gameObject:SetActive(true) - end - + if id and id > 0 and ActivityGiftManager.IsQualifiled(tabs[index].ActType) then + if GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct then + if GlobalActConfig[id].ShowArt and GlobalActConfig[id].ShowArt > 0 then + tab:SetActive(GlobalActConfig[id].ShowArt == index) + end --限时兑换特殊处理 - if GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then + elseif GlobalActConfig[id].Type == ActivityTypeDef.LimitExchange then tab.gameObject:SetActive(GlobalActConfig[id].ShowArt ~= 1) - end - + --累计充值特殊处理 - if GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then + elseif GlobalActConfig[id].Type == ActivityTypeDef.AccumulativeRechargeExper then if GlobalActConfig[id] and GlobalActConfig[id].ShowArt ~= 1 then tab.gameObject:SetActive(true) else @@ -245,6 +242,8 @@ function this.PageTabAdapter(tab, index, status) end elseif GlobalActConfig[id].Type == ActivityTypeDef.DynamicAct_recharge then tab.gameObject:SetActive(true) + else + tab.gameObject:SetActive(true) end else tab.gameObject:SetActive(false) diff --git a/Assets/ManagedResources/~Lua/Modules/XiaoYao/XiaoYaoMapPanel.lua 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this.btnBack:GetComponent("Button").enabled = true end else this.MoveTT(targetIndex,_data)