Merge branch 'china/dev' into china/test

dev_chengFeng
JieLing 2021-04-02 21:13:16 +08:00
commit 4a356c7a62
5 changed files with 55 additions and 7 deletions

View File

@ -7580,7 +7580,7 @@ ParticleSystemRenderer:
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 200
m_SortingOrder: 1
m_RenderMode: 0
m_SortMode: 0
m_MinParticleSize: 0

View File

@ -950,6 +950,53 @@ function this.SetOneKeyGo()
this.OnClickTabBtn(proId,false,false)
end
--设置无尽副本一键上阵
function this.SetOneKeyCarBonGo()
--获取需要上阵的位置
local posArr=this.GetPosList()
if #posArr==0 then
PopupTipPanel.ShowTip(Language[10689])
return
end
local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序
table.sort(heros,function(a,b)
if a.warPower == b.warPower then
return a.id>b.id
else
return a.warPower > b.warPower
end
end)
--修改 upHeroSidTable 静态id 存储 有则跳过
local upHeroSidTable = {}
this.order = 0
this.choosedList = {}
for j = 1, #this.choosedList do
local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
end
for k, v in ipairs(heros) do
local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
local hp = FormationManager.GetFormationHeroHp(this.curFormationIndex,v.dynamicId)
if not upHeroSidTable[curSingleherodata.id] and hp > 0 then
LogGreen("this.choosedList "..#this.choosedList)
if #this.choosedList < 6 then
for n = 1, #posArr do
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
table.remove(posArr,n)
this.order = this.order + 1
break
end
end
end
end
this.SetCardsData()
this.OnClickTabBtn(proId,false,false)
end
--设置轩辕宝镜一键上阵
function this.SetOneKeyGoWithCondition(Rules)
local rulesType = Rules[1][1]

View File

@ -34,7 +34,7 @@ end
--- btn1点击回调事件
function this.On_Btn1_Click()
-- this.root.SetOneKeyGo()
this.root.SetOneKeyGoExpedition()
this.root.SetOneKeyCarBonGo()
--以前的换成的一键上阵
-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.Mapping then

View File

@ -44,6 +44,10 @@ function NiuQiChongTian:InitComponent()
self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.transform,self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0,0))
self.ScrollView.moveTween.MomentumAmount = 1
self.ScrollView.moveTween.Strength = 2
self.effect5 = Util.GetGameObject(self.reward, "icon (5)/UI_Effect_jinkuang_Yuan")
Util.SetParticleSortLayer(self.effect5, 1)
sortingOrder = 0
end
--绑定事件(用于子类重写)
function NiuQiChongTian:BindEvent()
@ -61,6 +65,7 @@ function NiuQiChongTian:RemoveListener()
end
function NiuQiChongTian:OnSortingOrderChange()
Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder)
sortingOrder = self.sortingOrder
end
@ -117,10 +122,6 @@ function NiuQiChongTian:SetProgress()
Util.GetGameObject(item, "Text"):GetComponent("Text").text = progressData[i].value[2][1]
Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = Util.LoadSprite(artConfig[itemConfig[progressData[i].reward[1][1]].ResourceID].Name)
Util.GetGameObject(item, "red"):SetActive(progressData[i].state == 1)
if i == 5 and progressData[i].state ~= 2 then
-- Util.GetGameObject(item, "UI_Effect_jinkuang_Yuan"):SetEffectLayer(self.sortingOrder)
Util.AddParticleSortLayer(Util.GetGameObject(item, "UI_Effect_jinkuang_Yuan"), self.sortingOrder)
end
local btn = Util.GetGameObject(item, "icon")
Util.AddOnceClick(btn,function ()
if progressData[i].state == 1 then

View File

@ -102,7 +102,7 @@ function PlayerInfoView:OnShow()
self.playerHead:SetFrame(HeadManager.GetCurFrameId())
self.playerHead:SetScale(Vector3.one * 0.9)
self.playerHead:SetPosition(Vector3.New(-5, 8, 0))
self.playerHead:SetLayer(self.sortingOrder)
-- self.playerHead:SetLayer(self.sortingOrder)
self.playerHead:SetEffectScale(0.85)
end