好感度添加特效
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: d827e6469f2d8cb4782f32348d1a94b2, type: 3}
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Transform:
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m_CorrespondingSourceObject: {fileID: 7845347984166144302, guid: d827e6469f2d8cb4782f32348d1a94b2,
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type: 3}
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m_PrefabInstance: {fileID: 4346528833957568444}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &6297674160806662099
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PrefabInstance:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Modification:
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m_TransformParent: {fileID: 3313502045988818366}
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m_Modifications:
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propertyPath: m_Name
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value: fx_haogandu-dengji01
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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value: 1
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propertyPath: m_LocalEulerAnglesHint.x
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.y
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value: 0
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objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 937b0f0b3012d36429a8b6d0691b9540, type: 3}
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--- !u!4 &7799897580635499161 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 4277039545238463818, guid: 937b0f0b3012d36429a8b6d0691b9540,
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type: 3}
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m_PrefabInstance: {fileID: 6297674160806662099}
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m_PrefabAsset: {fileID: 0}
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|
|
|
@ -49,7 +49,7 @@ function HeroLikeAbilityPanel:InitComponent()
|
|||
self.name = Util.GetGameObject(self.transform, "Pos/PosText"):GetComponent("Text")
|
||||
|
||||
self.icon = Util.GetGameObject(self.transform, "likeability/icon"):GetComponent("Image")
|
||||
self.effect = Util.GetGameObject(self.icon.transform, "effect")
|
||||
self.effect = Util.GetGameObject(self.icon.transform, "fx_haogandu_shengjitexiao")
|
||||
self.effect.gameObject:SetActive(false)
|
||||
self.lvText = Util.GetGameObject(self.icon.transform, "lv"):GetComponent("Text")
|
||||
self.progress = Util.GetGameObject(self.transform, "likeability/di/progress"):GetComponent("Image")
|
||||
|
@ -170,7 +170,7 @@ function HeroLikeAbilityPanel:RequestDonate(num)
|
|||
NetManager.HeroUpLikableRequest(curHeroData.Id,curselectId,num,function()
|
||||
self:UpdateHeroInfoData()
|
||||
self.isGiving = false
|
||||
self.effect.gameObject:SetActive(false)
|
||||
self.effect.gameObject:SetActive(true)
|
||||
local SkeletonGraphic = self.curLiveObj:GetComponent("SkeletonGraphic")
|
||||
SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
|
||||
CheckRedPointStatus(RedPointType.LikeabilityRed)
|
||||
|
@ -188,11 +188,13 @@ function HeroLikeAbilityPanel:BindEvent()
|
|||
end)
|
||||
--左切换按钮
|
||||
Util.AddClick(self.leftBtn, function()
|
||||
self.effect.gameObject:SetActive(false)
|
||||
self:LeftBtnOnClick()
|
||||
end)
|
||||
|
||||
--右切换按钮
|
||||
Util.AddClick(self.rightBtn, function()
|
||||
self.effect.gameObject:SetActive(false)
|
||||
self:RightBtnOnClick()
|
||||
end)
|
||||
|
||||
|
@ -520,6 +522,7 @@ end
|
|||
|
||||
--界面关闭时调用(用于子类重写)
|
||||
function HeroLikeAbilityPanel:OnClose()
|
||||
self.effect.gameObject:SetActive(false)
|
||||
if self.curLiveObj then
|
||||
poolManager:UnLoadLive(self.curLiveObj.name, self.curLiveObj)
|
||||
self.curLiveObj = nil
|
||||
|
|
|
@ -5,9 +5,9 @@ LikeAbilityPanel = Inherit(BasePanel)
|
|||
--<size=32><color=#fed97f>总好感度属性:</color></size> --黄色
|
||||
--<color=#00FF00>+500</color></size> --绿色
|
||||
local pos = {
|
||||
["h_haogandu_1"] = {mask = Vector3.zero,icon = Vector3.New(-3.4,0,0)} ,
|
||||
["h_haogandu_2"] = {mask = Vector3.zero,icon = Vector3.New(-3.4,0,0)} ,
|
||||
["h_haogandu_3"] = {mask = Vector3.New(-16.15,0,0),icon = Vector3.New(-18.84,0,0)} ,
|
||||
["h_haogandu_1"] = {mask = Vector3.zero,icon = Vector3.New(-3.4,0,0),index = 1} ,
|
||||
["h_haogandu_2"] = {mask = Vector3.zero,icon = Vector3.New(-3.4,0,0),index = 2} ,
|
||||
["h_haogandu_3"] = {mask = Vector3.New(-16.15,0,0),icon = Vector3.New(-18.84,0,0),index = 3} ,
|
||||
}
|
||||
local sortOrder = 0
|
||||
local tabs = {}
|
||||
|
@ -46,6 +46,13 @@ function LikeAbilityPanel:InitComponent()
|
|||
self.proList = {}
|
||||
|
||||
self.noneGo = Util.GetGameObject(self.transform, "NoneImage")
|
||||
|
||||
self.effect1 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji01")
|
||||
self.effect2 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji02")
|
||||
self.effect3 = Util.GetGameObject(self.likeabilityDi.transform, "fx_haogandu-dengji03")
|
||||
self.effect1.gameObject:SetActive(false)
|
||||
self.effect2.gameObject:SetActive(false)
|
||||
self.effect3.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
function LikeAbilityPanel:BindEvent()
|
||||
|
@ -83,7 +90,9 @@ function LikeAbilityPanel:RemoveListener()
|
|||
end
|
||||
|
||||
function LikeAbilityPanel:OnSortingOrderChange()
|
||||
|
||||
Util.SetParticleSortLayer(self.effect1,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.effect2,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.effect3,self.sortingOrder + 1)
|
||||
end
|
||||
|
||||
function LikeAbilityPanel:OnOpen(_proId)
|
||||
|
@ -99,6 +108,9 @@ function LikeAbilityPanel:OnShow()
|
|||
self:SetSelectBtn()
|
||||
self:UpdataHeroDataPanel()
|
||||
self:UpdateTopLayoutPanel()
|
||||
Util.SetParticleSortLayer(self.effect1,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.effect2,self.sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.effect3,self.sortingOrder + 1)
|
||||
end
|
||||
|
||||
function LikeAbilityPanel:UpdateTopLayoutPanel()
|
||||
|
@ -107,6 +119,16 @@ function LikeAbilityPanel:UpdateTopLayoutPanel()
|
|||
self.likeabilityDi.sprite = self.spLoader:LoadSprite(config.Bg)
|
||||
self.likeabilitymask.transform.localPosition = pos[config.Bg].mask
|
||||
self.icon.transform.localPosition = pos[config.Bg].icon
|
||||
self.effect1.gameObject:SetActive(false)
|
||||
self.effect2.gameObject:SetActive(false)
|
||||
self.effect3.gameObject:SetActive(false)
|
||||
if pos[config.Bg].index == 1 then
|
||||
self.effect1.gameObject:SetActive(true)
|
||||
elseif pos[config.Bg].index == 2 then
|
||||
self.effect2.gameObject:SetActive(true)
|
||||
else
|
||||
self.effect3.gameObject:SetActive(true)
|
||||
end
|
||||
self.lv.text = lv
|
||||
if LikabilityManager.CheckIsMaxLv(-1) then
|
||||
self.likeabilitymask.fillAmount = 1
|
||||
|
|
Loading…
Reference in New Issue