【扫光】挂机,充值界面扫光光效添加
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firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
m_StaticBatchRoot: {fileID: 0}
|
||||
m_ProbeAnchor: {fileID: 0}
|
||||
m_LightProbeVolumeOverride: {fileID: 0}
|
||||
m_ScaleInLightmap: 1
|
||||
m_PreserveUVs: 0
|
||||
m_IgnoreNormalsForChartDetection: 0
|
||||
m_ImportantGI: 0
|
||||
m_StitchLightmapSeams: 0
|
||||
m_SelectedEditorRenderState: 3
|
||||
m_MinimumChartSize: 4
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 300
|
||||
--- !u!1 &5049567396853013260
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
|
@ -5704,7 +5781,7 @@ ParticleSystem:
|
|||
--- !u!199 &5835294107039667155
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_ObjectHideFlags: 2
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -10801,7 +10878,7 @@ ParticleSystem:
|
|||
--- !u!199 &5835345885398115607
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_ObjectHideFlags: 2
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
@ -11046,6 +11123,7 @@ RectTransform:
|
|||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children:
|
||||
- {fileID: 3609706222115065085}
|
||||
- {fileID: 8778226543071966709}
|
||||
m_Father: {fileID: 7410245404359298873}
|
||||
m_RootOrder: 2
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in New Issue