森罗小游戏bug修改
parent
f21a74ba75
commit
416ba72c2f
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GameObject:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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@ -2189,8 +2234,8 @@ RectTransform:
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m_LocalScale: {x: 2.9121184, y: 2.9121184, z: 2.9121184}
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@ -7370,7 +7415,7 @@ RectTransform:
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@ -12214,7 +12259,7 @@ RectTransform:
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GameObject:
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@ -2,6 +2,7 @@
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local this = Game_14
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local _itemsList = {}
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local _iconList = {}
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local artConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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function this.Init(context, root, gameType, gameId, gameParams)
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this.root = root
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this.gameType = gameType
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@ -30,13 +31,19 @@ function this.Show()
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if not _itemsList[index] then
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_itemsList[index] = newObjToParent(this.itemPre, this.itemsLayout)
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local icon = Util.GetGameObject(_itemsList[index], "icon")
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local icon = Util.GetGameObject(_itemsList[index], "icon"):GetComponent("Image")
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local btnSure = Util.GetGameObject(_itemsList[index], "btnAns")
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local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",tonumber(answerId))
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-- if not _iconList[index] then
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-- _iconList[index] = SubUIManager.Open(SubUIConfig.ItemView,icon.transform)
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-- end
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-- _iconList[index]:OnOpen(false,{answerId,1},1.1,false)
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if not _iconList[index] then
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_iconList[index] = SubUIManager.Open(SubUIConfig.ItemView,icon.transform)
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_iconList[index] = icon
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end
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_iconList[index]:OnOpen(false,{answerId,1},1.1,false)
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_iconList[index].sprite = Util.LoadSprite(GetResourcePath(data.Icon))
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Util.AddOnceClick(btnSure, function()
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this.ChooseAnswer(index)
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@ -7,14 +7,17 @@ function this.Init(context, root, gameType, gameId, gameParams)
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this.TrialGameConfig = ConfigManager.GetConfig(ConfigName.TrialGameConfig)
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this.Text = Util.GetGameObject(this.root, "middle/startDraw/canRechargeTimebg/Text"):GetComponent("Text")
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this.startDrawBtn = Util.GetGameObject(this.root, "middle/startDraw/startDrawBtn")
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this.startDrawBtn:GetComponent("Button").interactable = true
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this.anim = Util.GetGameObject(this.root, "middle/number/anim")
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this.anim.transform.localPosition = Vector2.New(18, -58)
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this.NumView = SubUIManager.Open(SubUIConfig.NumberView, this.anim.transform, "r_fxgz_shuzi_", Vector2.New(80, 120), Vector2.New(50, 30), 0, 99999)
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end
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function this.Show()
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this.root:SetActive(true)
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Util.AddOnceClick(this.startDrawBtn,function()
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this.startDrawBtn:GetComponent("Button").interactable = false
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this.OnRefreshItemNumShow(this.gameId)
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end)
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end
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@ -25,6 +28,7 @@ function this.OnRefreshItemNumShow(index)
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--ToDo动画显示
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this.NumView:SetNum(0)
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this.NumView:DOItemNum(dropNumbers, function(index, num, item)
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-- itemList[index]=item
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item:Move(tostring(num), index * 0.5 + 2, true, 3)
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end)
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local timerEffect = Timer.New(function()
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@ -34,6 +38,7 @@ function this.OnRefreshItemNumShow(index)
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-- end
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if TrialMiniGameManager.IsGameDone() then
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TrialMiniGameManager.EndGame()
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this.NumView.gameObject:SetActive(false)
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end
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local data = TrialMiniGameManager.IdToNameIconNum(msg.drop.itemlist[1].itemId,msg.drop.itemlist[1].itemNum)
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PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
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@ -12,6 +12,7 @@ function this.Init(context, root, gameType, gameId, gameParams)
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this.list={}--Id的List
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this.items = Util.GetGameObject(this.root,"items")
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this.btnStart = Util.GetGameObject(this.root,"Button")
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this.btnStart:GetComponent("Button").interactable = true
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this.itemsList = {}--12个框的List\
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this.ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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this.ArtConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -29,7 +30,9 @@ end
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function this.Show()
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this.root:SetActive(true)
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this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one, Vector3.New(0,200, 0))
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this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one, Vector3.New(0,200, 0))
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local red = Util.GetGameObject(this.itemsList[1],"Red")
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red:SetActive(true)
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for index, item in pairs(this.itemsList) do
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local reward = Util.GetGameObject(item,"reward"):GetComponent("Image")
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@ -53,7 +56,7 @@ function this.Show()
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end
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local data = TrialMiniGameManager.IdToNameIconNum(msg.drop.itemlist[1].itemId,msg.drop.itemlist[1].itemNum)
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PopupTipPanel.ShowColorTip(data[1],data[2],data[3])
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end, 4,1,true):Start()
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end, 3,1,true):Start()
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end)
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end)
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end
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@ -97,6 +100,10 @@ end
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function this.Close()
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this.root:SetActive(false)
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for index, value in ipairs(this.itemsList) do
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local red = Util.GetGameObject(this.itemsList[index],"Red")
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red:SetActive(false)
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end
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poolManager:UnLoadLive("live2d_c_yj_00040", this.liveNode)
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index = 1
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if this.turnEffect2 then
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@ -19,6 +19,7 @@ function this.Init(context, root, gameType, gameId, gameParams)
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this.itemsLayout = Util.GetGameObject(root, "Layout")
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this.itemPre = Util.GetGameObject(root, "Layout/itemPre")
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this.btn = Util.GetGameObject(root, "btnStart")
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this.empty = Util.GetGameObject(root, "empty")
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this.gameConfig = ConfigManager.GetConfig(ConfigName.TrialGameConfig)
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this.itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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this.atrConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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@ -30,6 +31,7 @@ end
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function this.Show()
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this.root:SetActive(true)
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this.empty:SetActive(true)
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this.liveNode = poolManager:LoadLive("live2d_c_yj_00040", this.liveRoot.transform, Vector3.one * 0.75, Vector3.New(0,190, 0))
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--数据乱序操作
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@ -42,6 +44,7 @@ function this.Show()
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Util.AddOnceClick(this.btn,function()--所有的 正->背
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local thread=coroutine.start(function()
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this.empty:SetActive(true)
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this.btn:SetActive(false)
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for index, value in ipairs(_itemsList) do
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local cFront = Util.GetGameObject(_itemsList[index], "front")
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@ -63,6 +66,7 @@ function this.Show()
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--重新发牌
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isActive = false
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this.SetCard(this.gameParams)
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this.empty:SetActive(false)
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end)
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end)
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@ -71,6 +75,7 @@ function this.Show()
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local cBack = Util.GetGameObject(_itemsList[index], "back")
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Util.AddOnceClick(cBack,function()
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local thread=coroutine.start(function()
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this.empty:SetActive(true)
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cBack.transform:DORotate(Vector3.New(0, 90, 0), 0.3)
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coroutine.wait(0.3)
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cFront.transform:DORotate(Vector3.New(0, 0, 0), 0.3)
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@ -89,6 +94,7 @@ function this.Show()
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end
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end
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end)
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this.empty:SetActive(false)
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end)
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end)
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