diff --git a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua index fb03b3b6ba..e3d1f5b8bb 100644 --- a/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/linglongbaojing/LingLongBaoJingPanel.lua @@ -120,7 +120,6 @@ function LingLongBaoJingPanel:BindEvent() end) Util.AddClick(self.propBtn, function() - SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002) if not self.enough then PopupTipPanel.ShowTip("道具不足") return @@ -132,6 +131,7 @@ function LingLongBaoJingPanel:BindEvent() end self:DelayMaskWithBool(true) self.fx_linglongbaojing_kaiqi.gameObject:SetActive(true) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_kaiqi_002) -- local drop = {} -- drop.itemlist = {} -- local idList = {1,1} @@ -173,7 +173,7 @@ function LingLongBaoJingPanel:BindEvent() self.Btncoroutine = coroutine.start(function() self.itemList[2][1].effect.gameObject:SetActive(true) SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longsaoguang_006) - coroutine.wait(0.4) + coroutine.wait(1) self.fx_linglongbaojing_longchuxian.gameObject:SetActive(true) SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_longpanxuan_005) coroutine.wait(1) @@ -247,14 +247,11 @@ function LingLongBaoJingPanel:OnShow(_sortingOrder) self:SetTime() self:SetLayer() self.fx_linglongbaojing_chuxian.gameObject:SetActive(true) - + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_gaoguang_huaban_001) Timer.New(function() self.fx_linglongbaojing_long.gameObject:SetActive(true) - SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_gaoguang_huaban_001) + SoundManager.PlaySound(SoundConfig.Audio_linglongbaojing_lianhuaxiazhui_003) end,0.5):Start() - Timer.New(function() - SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5) - end,1):Start() end function LingLongBaoJingPanel:SetLayer() @@ -394,8 +391,8 @@ function LingLongBaoJingPanel:SetTableTurnEffect(turnType,treasureType,pos,func) self:TurnEffectReset(0.5,treasureType) self.turnEffect:Start() elseif turnType==TableTurnType.Expedite then --抽奖旋转 至指定位置 - self.thread = coroutine.start(function() + coroutine.wait(1)--2 self:TurnEffectReset(0.05,treasureType) coroutine.wait(2)--2 self:TurnEffectReset(0.2,treasureType)