Merge branch 'china/dev' into china/test
commit
4a356c7a62
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@ -7580,7 +7580,7 @@ ParticleSystemRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 200
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m_SortingOrder: 1
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m_RenderMode: 0
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m_SortMode: 0
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m_MinParticleSize: 0
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@ -950,6 +950,53 @@ function this.SetOneKeyGo()
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this.OnClickTabBtn(proId,false,false)
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end
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--设置无尽副本一键上阵
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function this.SetOneKeyCarBonGo()
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--获取需要上阵的位置
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local posArr=this.GetPosList()
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if #posArr==0 then
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PopupTipPanel.ShowTip(Language[10689])
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return
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end
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local heros = HeroManager.GetAllHeroDatas(limitLevel)
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--按战力从大到小排序
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table.sort(heros,function(a,b)
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if a.warPower == b.warPower then
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return a.id>b.id
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else
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return a.warPower > b.warPower
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end
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end)
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--修改 upHeroSidTable 静态id 存储 有则跳过
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local upHeroSidTable = {}
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this.order = 0
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this.choosedList = {}
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for j = 1, #this.choosedList do
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local curSingleherodata = HeroManager.GetSingleHeroData(this.choosedList[j].heroId)
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upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
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end
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for k, v in ipairs(heros) do
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local curSingleherodata = HeroManager.GetSingleHeroData(v.dynamicId)
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local hp = FormationManager.GetFormationHeroHp(this.curFormationIndex,v.dynamicId)
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if not upHeroSidTable[curSingleherodata.id] and hp > 0 then
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LogGreen("this.choosedList "..#this.choosedList)
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if #this.choosedList < 6 then
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for n = 1, #posArr do
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upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
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table.insert(this.choosedList, {heroId = v.dynamicId, position=posArr[n]})
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table.remove(posArr,n)
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this.order = this.order + 1
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break
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end
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end
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end
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end
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this.SetCardsData()
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this.OnClickTabBtn(proId,false,false)
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end
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--设置轩辕宝镜一键上阵
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function this.SetOneKeyGoWithCondition(Rules)
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local rulesType = Rules[1][1]
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@ -34,7 +34,7 @@ end
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--- btn1点击回调事件
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function this.On_Btn1_Click()
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-- this.root.SetOneKeyGo()
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this.root.SetOneKeyGoExpedition()
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this.root.SetOneKeyCarBonGo()
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--以前的换成的一键上阵
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-- if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.Mapping then
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@ -44,6 +44,10 @@ function NiuQiChongTian:InitComponent()
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self.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, self.scrollItem.transform,self.itemPre, nil, Vector2.New(width, rootHight), 1, 1, Vector2.New(0,0))
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self.ScrollView.moveTween.MomentumAmount = 1
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self.ScrollView.moveTween.Strength = 2
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self.effect5 = Util.GetGameObject(self.reward, "icon (5)/UI_Effect_jinkuang_Yuan")
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Util.SetParticleSortLayer(self.effect5, 1)
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sortingOrder = 0
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end
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--绑定事件(用于子类重写)
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function NiuQiChongTian:BindEvent()
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@ -61,6 +65,7 @@ function NiuQiChongTian:RemoveListener()
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end
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function NiuQiChongTian:OnSortingOrderChange()
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Util.AddParticleSortLayer(self.effect5, self.sortingOrder - sortingOrder)
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sortingOrder = self.sortingOrder
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end
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@ -117,10 +122,6 @@ function NiuQiChongTian:SetProgress()
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Util.GetGameObject(item, "Text"):GetComponent("Text").text = progressData[i].value[2][1]
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Util.GetGameObject(item, "icon"):GetComponent("Image").sprite = Util.LoadSprite(artConfig[itemConfig[progressData[i].reward[1][1]].ResourceID].Name)
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Util.GetGameObject(item, "red"):SetActive(progressData[i].state == 1)
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if i == 5 and progressData[i].state ~= 2 then
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-- Util.GetGameObject(item, "UI_Effect_jinkuang_Yuan"):SetEffectLayer(self.sortingOrder)
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Util.AddParticleSortLayer(Util.GetGameObject(item, "UI_Effect_jinkuang_Yuan"), self.sortingOrder)
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end
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local btn = Util.GetGameObject(item, "icon")
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Util.AddOnceClick(btn,function ()
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if progressData[i].state == 1 then
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@ -102,7 +102,7 @@ function PlayerInfoView:OnShow()
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self.playerHead:SetFrame(HeadManager.GetCurFrameId())
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self.playerHead:SetScale(Vector3.one * 0.9)
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self.playerHead:SetPosition(Vector3.New(-5, 8, 0))
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self.playerHead:SetLayer(self.sortingOrder)
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-- self.playerHead:SetLayer(self.sortingOrder)
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self.playerHead:SetEffectScale(0.85)
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end
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