Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
gaoxin 2021-05-27 23:33:08 +08:00
commit 613434d1fd
8 changed files with 34 additions and 23 deletions

View File

@ -3659,8 +3659,8 @@ MonoBehaviour:
m_Alignment: 3
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text:
--- !u!1 &8610256016417640590
@ -3738,7 +3738,7 @@ MonoBehaviour:
m_Alignment: 3
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_HorizontalOverflow: 1
m_VerticalOverflow: 1
m_LineSpacing: 1
m_Text:

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@ -2027,9 +2027,8 @@ GENERAL_POPUP_TYPE={
PracticeStatePreview = 37,--修行境界预览
RecrutReward = 35, --限时招募奖励
RecrutDetail = 36, --限时招募奖励详情
WuJinShuXing = 37,
XiuXingSelectHero = 38,--修行选择英雄弹窗
WuJinShuXing = 40,
WuJinSetting = 39,
}

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@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
end
if levelListEffect and #levelListEffect > 0 then
for i=1,#levelListEffect do
Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end
@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
for j = 1, 3 do
Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
end
Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])

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@ -102,9 +102,9 @@ function this:ShoeCondition()
this.isFirstEffect:SetActive(fightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
end
LogYellow("sortingOrder "..sortingOrder)
end
for i = 1, math.max(#condition, #conditionGo) do
local go = conditionGo[i]
@ -149,16 +149,16 @@ function this:FormationAdapter()
end
function this:OnSortingOrderChange(_sortingOrder)
LogYellow("_sortingOrder ".._sortingOrder)
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
end
sortingOrder = _sortingOrder
LogYellow("sortingOrder "..sortingOrder)
end
end

View File

@ -713,6 +713,9 @@ function EndLessMapView:ShowCountTime()
this.timer = Timer.New(function ()
local leftTime = AutoRecoverManager.GetRecoverTime(1)
if leftTime < 0 then
leftTime = 0
end
if not this.isPanelClose then
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
end

View File

@ -41,9 +41,10 @@ local _TimeCheckFunc = {
if not itemData then
return
end
local nextFreshTime = itemData.nextFlushTime
local remationTime = nextFreshTime - PlayerManager.serverTime
--LogGreen("remationTime:"..remationTime)
--LogGreen("itemData.nextFlushTime:"..itemData.nextFlushTime.." remationTime:"..remationTime)
if remationTime > 0 then
return remationTime
end

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@ -324,12 +324,14 @@ function this.ShowBattleResultByFightLevelType(drop)
m_battlePanel:ClosePanel()
end
this:ClosePanel()
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
if FightLevelManager.GetisShowChapterOpenPopup() then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
end)
else
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
end)
else
FightLevelManager.SetisShowChapterOpenPopup(false)
end
end
end
end, 8,true,true)

View File

@ -321,7 +321,8 @@ function this.FightLevelShow()
this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
end
end
for i = 1, math.max(#condition, #conditionGo) do
@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end