好感度添加特效

dev_chengFeng
jiaoyangna 2021-10-12 16:33:10 +08:00
parent 262aa7a7e7
commit 3f92309d78
32 changed files with 123371 additions and 23768 deletions

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View File

@ -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

View File

@ -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