结算界面特效穿透问题修改

dev_chengFeng
wangzhenxing 2022-04-24 18:27:53 +08:00
parent 043f174f08
commit 4fb96bca23
4 changed files with 14 additions and 10 deletions

View File

@ -302,7 +302,7 @@ end
function UIManager.OpenPanelAsync(id, func, ...) function UIManager.OpenPanelAsync(id, func, ...)
UIManager.GetPanel(id, false, func, ...) UIManager.GetPanel(id, false, func, ...)
end end
local addFloor=0
local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...) local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
if isStackPanel then if isStackPanel then
if uiConfig.type == UIType.FullType then if uiConfig.type == UIType.FullType then
@ -325,9 +325,14 @@ local SetSortingOrder = function(uiConfig, panel, isStackPanel, ...)
end end
this.stackList[#this.stackList+1] = panel this.stackList[#this.stackList+1] = panel
addFloor=0
for i = 1, #this.stackList do for i = 1, #this.stackList do
-- this.stackList[i].transform:SetAsLastSibling() -- this.stackList[i].transform:SetAsLastSibling()
this.stackList[i]:SetSortingOrder(i * this.space) --特殊处理战斗特效穿透结算界面问题
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
addFloor=20
end
this.stackList[i]:SetSortingOrder((i+addFloor) * this.space)
end end
else else
this.fixedList[#this.fixedList+1] = panel this.fixedList[#this.fixedList+1] = panel
@ -499,7 +504,9 @@ function UIManager.ClosePanel(id,isDestroy)
Log("UIManager====>没有找到UI的配置信息:"..id) Log("UIManager====>没有找到UI的配置信息:"..id)
return return
end end
if (id==UIName.BattleWinPopup or id==UIName.BattleFailPopup ) then
addFloor=0
end
isDestroy = isDestroy or uiConfig.noDestory == 0 isDestroy = isDestroy or uiConfig.noDestory == 0
if(uiConfig.type == UIType.FullType or uiConfig.type == UIType.Popup) then if(uiConfig.type == UIType.FullType or uiConfig.type == UIType.Popup) then
this.CloseStackPanel(uiConfig,isDestroy) this.CloseStackPanel(uiConfig,isDestroy)
@ -725,6 +732,7 @@ function UIManager.CloseAll(isDestroy)
this.openedList = {} this.openedList = {}
delayDestoryList = {} delayDestoryList = {}
addFloor=0
end end
function UIManager.CloseAllStack(isDestroy) function UIManager.CloseAllStack(isDestroy)
@ -741,6 +749,7 @@ function UIManager.CloseAllStack(isDestroy)
this.openedList[panel.uiConfig.id] = nil this.openedList[panel.uiConfig.id] = nil
delayDestoryList[panel.uiConfig.id] = nil delayDestoryList[panel.uiConfig.id] = nil
end end
addFloor=0
end end
--延时销毁界面避免频繁的GC开销 --延时销毁界面避免频繁的GC开销

View File

@ -50,7 +50,7 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
else else
itemdata.type = _itemCfgData.ItemBaseType itemdata.type = _itemCfgData.ItemBaseType
end end
LogError("item id==".._itemCfgData.Id)
itemdata.itemType = _itemCfgData.ItemType itemdata.itemType = _itemCfgData.ItemType
itemdata.name=GetLanguageStrById(_itemCfgData.Name) itemdata.name=GetLanguageStrById(_itemCfgData.Name)
-- if _itemCfgData.ItemBaseType == ItemBaseType.Equip then -- if _itemCfgData.ItemBaseType == ItemBaseType.Equip then
@ -79,7 +79,6 @@ function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
end end
if itemdata.type == ItemBaseType.GodPrint then if itemdata.type == ItemBaseType.GodPrint then
LogError("itemdata.id=="..itemdata.id)
GodPrintManager.UpdateAllHavedSoulPrint({itemdata.id}) GodPrintManager.UpdateAllHavedSoulPrint({itemdata.id})
end end
end end

View File

@ -139,7 +139,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
heroData.jewels = _msgHeroData.jewels heroData.jewels = _msgHeroData.jewels
heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级 heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list
LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos) --LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos)
heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos,heroData.dynamicId) heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos,heroData.dynamicId)
heroData.godPrintList = this.SetGodPrint(_msgHeroData.godSeals,heroData.dynamicId) heroData.godPrintList = this.SetGodPrint(_msgHeroData.godSeals,heroData.dynamicId)
heroData.skillIdList = {} heroData.skillIdList = {}
@ -295,10 +295,8 @@ end
function this.SetGodPrint(soulPos,did) function this.SetGodPrint(soulPos,did)
local soulPrintList = {} local soulPrintList = {}
LogError("#soulPos=="..#soulPos)
if (#soulPos > 0) then if (#soulPos > 0) then
for i, v in ipairs(soulPos) do for i, v in ipairs(soulPos) do
LogError(" equipid==="..v.equipId)
local soulPrint = {equipId = v.equipId, position = v.position} local soulPrint = {equipId = v.equipId, position = v.position}
GodPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did) GodPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did)
table.insert(soulPrintList, soulPrint) table.insert(soulPrintList, soulPrint)

View File

@ -479,9 +479,7 @@ Hero_Prop_Func = {
-- 神印 -- 神印
[Hero_Prop_Type.GodPrint] = function(_heroData) [Hero_Prop_Type.GodPrint] = function(_heroData)
local allSoulPrintAddWarPowerVal = 0 local allSoulPrintAddWarPowerVal = 0
LogError("22222222222")
if (_heroData.godPrintList and table.nums(_heroData.godPrintList) >= 1) then if (_heroData.godPrintList and table.nums(_heroData.godPrintList) >= 1) then
LogError("11111111111")
for i = 1, #_heroData.godPrintList do for i = 1, #_heroData.godPrintList do
local cursoulPrintConfig = equipConfig[_heroData.godPrintList[i].equipId] local cursoulPrintConfig = equipConfig[_heroData.godPrintList[i].equipId]
if cursoulPrintConfig then if cursoulPrintConfig then