【扫光】挂机,充值界面扫光光效添加

dev_chengFeng
gaoxin 2021-04-08 18:16:28 +08:00
parent 3ccf1e6c44
commit 500d54469d
10 changed files with 346 additions and 8 deletions

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@ -99,6 +99,7 @@ function FightPointPassMainPanel:InitComponent()
this.btnFight = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnFight")
this.fightText = Util.GetGameObject(this.btnFight, "Text"):GetComponent("Text")
this.fightSaoGuang = Util.GetGameObject(this.btnFight, "saoguang")
LanguageFontSizeFilter(this.fightText, 50)
-- 你要变强
this.btnGetForce = Util.GetGameObject(self.gameObject, "Bg/btnDown/btnIWantMilk")
@ -551,10 +552,12 @@ end
-- 设置挑战按钮文字
function this.SetFightBtnText()
this.fightLock:SetActive(false)
this.fightSaoGuang:SetActive(true)
local isPass = FightPointPassManager.IsCanFight(FightPointPassManager.curOpenFight)
if not isCounting then
if not isPass then
this.fightLock:SetActive(true)
this.fightSaoGuang:SetActive(false)
this.lockText.text = FightPointPassManager.GetBtnText()
else
this.fightText.text = FightPointPassManager.GetBtnText()
@ -595,6 +598,7 @@ function FightPointPassMainPanel:OnSortingOrderChange()
Util.AddParticleSortLayer(this.GuideJumpEffectGo, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.pgEffect, self.sortingOrder - orginLayer)
Util.AddParticleSortLayer(this.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer)
Util.SetParticleSortLayer(this.fightSaoGuang, self.sortingOrder + 1)
fightMap:OnSortingOrderChange(self.sortingOrder)
orginLayer = self.sortingOrder

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@ -36,6 +36,7 @@ function EveryDayGift:InitComponent()
self.buyAllBtn = Util.GetGameObject(self.oneKey,"oneKeyBtn")
self.oriPrice = Util.GetGameObject(self.oneKey,"oriPrice"):GetComponent("Text")
self.nowPrice = Util.GetGameObject(self.oneKey,"nowPrice"):GetComponent("Text")
self.allSaoGuang = Util.GetGameObject(self.oneKey, "saoguang")
self.endTimeBg = Util.GetGameObject(self.bg,"tiao")
self.endTime = Util.GetGameObject(self.endTimeBg,"time"):GetComponent("Text")
@ -180,6 +181,7 @@ function EveryDayGift:isBought()
if self.shopData[i].data.boughtNum > 0 then
Util.SetGray(self.buyAllBtn,true)
self.buyAllBtn:GetComponent("Button").interactable = false
self.allSaoGuang:SetActive(false)
break
end
end
@ -210,6 +212,7 @@ function EveryDayGift:RefreshOneKeyShow()
end
Util.SetGray(self.buyAllBtn,false)
self.buyAllBtn:GetComponent("Button").interactable = true
self.allSaoGuang:SetActive(true)
-- 计算总价
local ori = 0
for i = 1 , #self.shopData do

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@ -52,8 +52,10 @@ function GiftView:InitComponent(gameObject)
self.buyAllBtn = Util.GetGameObject(self.oneKey, "Button")
self.oriPrice = Util.GetGameObject(self.oneKey, "oriPrice"):GetComponent("Text")
self.nowPrice = Util.GetGameObject(self.oneKey, "nowPrice"):GetComponent("Text")
self.allSaoGuang = Util.GetGameObject(self.oneKey, "saoguang")
Util.SetGray(self.buyAllBtn,false)
self.buyAllBtn:GetComponent("Button").interactable = true
self.allSaoGuang:SetActive(true)
self.scrollItem = Util.GetGameObject(gameObject, "rzyBg/scrollItem")
self.tip3 = Util.GetGameObject(gameObject, "rzyBg/tip3")
self.lightList = {
@ -108,6 +110,8 @@ function GiftView:OnSortingOrderChange(cursortingOrder)
self.ItemList[i][j]:SetEffectLayer(cursortingOrder)
end
end
Util.SetParticleSortLayer(self.allSaoGuang, self.sortingOrder + 1)
end
-- function GiftView.refresh()
@ -381,6 +385,7 @@ function GiftView:isBought()
if data[i].buyTimes >0 then
Util.SetGray(self.buyAllBtn,true)
self.buyAllBtn:GetComponent("Button").interactable = false
self.allSaoGuang:SetActive(false)
break
end
end