结算界面特效穿透问题修改
parent
043f174f08
commit
4fb96bca23
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@ -302,7 +302,7 @@ end
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function UIManager.OpenPanelAsync(id, func, ...)
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UIManager.GetPanel(id, false, func, ...)
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end
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local addFloor=0
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local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
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if isStackPanel then
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if uiConfig.type == UIType.FullType then
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@ -325,9 +325,14 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
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end
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this.stackList[#this.stackList+1] = panel
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addFloor=0
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for i = 1, #this.stackList do
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-- this.stackList[i].transform:SetAsLastSibling()
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this.stackList[i]:SetSortingOrder(i * this.space)
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--特殊处理战斗特效穿透结算界面问题
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if ((this.stackList[i].uiConfig.id==UIName.BattleWinPopup or this.stackList[i].uiConfig.id==UIName.BattleFailPopup) and UIManager.IsOpen(this.stackList[i].uiConfig.id) ) then
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addFloor=20
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end
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this.stackList[i]:SetSortingOrder((i+addFloor) * this.space)
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end
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else
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this.fixedList[#this.fixedList+1] = panel
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@ -499,7 +504,9 @@ function UIManager.ClosePanel(id,isDestroy)
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Log("UIManager====>没有找到UI的配置信息:"..id)
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return
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end
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if (id==UIName.BattleWinPopup or id==UIName.BattleFailPopup ) then
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addFloor=0
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end
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isDestroy = isDestroy or uiConfig.noDestory == 0
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if(uiConfig.type == UIType.FullType or uiConfig.type == UIType.Popup) then
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this.CloseStackPanel(uiConfig,isDestroy)
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@ -725,6 +732,7 @@ function UIManager.CloseAll(isDestroy)
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this.openedList = {}
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delayDestoryList = {}
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addFloor=0
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end
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function UIManager.CloseAllStack(isDestroy)
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@ -741,6 +749,7 @@ function UIManager.CloseAllStack(isDestroy)
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this.openedList[panel.uiConfig.id] = nil
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delayDestoryList[panel.uiConfig.id] = nil
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end
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addFloor=0
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end
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--延时销毁界面,避免频繁的GC开销
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@ -50,7 +50,7 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
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else
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itemdata.type = _itemCfgData.ItemBaseType
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end
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LogError("item id==".._itemCfgData.Id)
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itemdata.itemType = _itemCfgData.ItemType
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itemdata.name=GetLanguageStrById(_itemCfgData.Name)
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-- if _itemCfgData.ItemBaseType == ItemBaseType.Equip then
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@ -79,7 +79,6 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
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end
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if itemdata.type == ItemBaseType.GodPrint then
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LogError("itemdata.id=="..itemdata.id)
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GodPrintManager.UpdateAllHavedSoulPrint({itemdata.id})
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end
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end
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@ -139,7 +139,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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heroData.jewels = _msgHeroData.jewels
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heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
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heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list
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LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos)
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--LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos)
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heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos,heroData.dynamicId)
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heroData.godPrintList = this.SetGodPrint(_msgHeroData.godSeals,heroData.dynamicId)
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heroData.skillIdList = {}
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@ -295,10 +295,8 @@ end
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function this.SetGodPrint(soulPos,did)
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local soulPrintList = {}
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LogError("#soulPos=="..#soulPos)
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if (#soulPos > 0) then
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for i, v in ipairs(soulPos) do
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LogError(" equipid==="..v.equipId)
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local soulPrint = {equipId = v.equipId, position = v.position}
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GodPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did)
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table.insert(soulPrintList, soulPrint)
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@ -479,9 +479,7 @@ Hero_Prop_Func = {
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-- 神印
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[Hero_Prop_Type.GodPrint] = function(_heroData)
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local allSoulPrintAddWarPowerVal = 0
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LogError("22222222222")
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if (_heroData.godPrintList and table.nums(_heroData.godPrintList) >= 1) then
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LogError("11111111111")
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for i = 1, #_heroData.godPrintList do
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local cursoulPrintConfig = equipConfig[_heroData.godPrintList[i].equipId]
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if cursoulPrintConfig then
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