Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
613434d1fd
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@ -3659,8 +3659,8 @@ MonoBehaviour:
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m_Alignment: 3
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text:
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--- !u!1 &8610256016417640590
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@ -3738,7 +3738,7 @@ MonoBehaviour:
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m_Alignment: 3
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m_AlignByGeometry: 0
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m_RichText: 1
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m_HorizontalOverflow: 0
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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m_LineSpacing: 1
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m_Text:
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@ -2027,9 +2027,8 @@ GENERAL_POPUP_TYPE={
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PracticeStatePreview = 37,--修行境界预览
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RecrutReward = 35, --限时招募奖励
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RecrutDetail = 36, --限时招募奖励详情
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WuJinShuXing = 37,
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XiuXingSelectHero = 38,--修行选择英雄弹窗
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WuJinShuXing = 40,
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WuJinSetting = 39,
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}
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@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
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--特效层级重设
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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end
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if levelListEffect and #levelListEffect > 0 then
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for i=1,#levelListEffect do
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Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
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UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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for j = 1, 3 do
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Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
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end
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Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
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if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
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prb1:SetActive(true)
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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()
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this.isFirstEffect:SetActive(fightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
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end
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LogYellow("sortingOrder "..sortingOrder)
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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@ -149,16 +149,16 @@ function this:FormationAdapter()
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end
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function this:OnSortingOrderChange(_sortingOrder)
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LogYellow("_sortingOrder ".._sortingOrder)
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
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end
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sortingOrder = _sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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end
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end
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@ -713,6 +713,9 @@ function EndLessMapView:ShowCountTime()
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this.timer = Timer.New(function ()
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local leftTime = AutoRecoverManager.GetRecoverTime(1)
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if leftTime < 0 then
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leftTime = 0
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end
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if not this.isPanelClose then
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this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
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end
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@ -41,9 +41,10 @@ local _TimeCheckFunc = {
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if not itemData then
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return
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end
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local nextFreshTime = itemData.nextFlushTime
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local remationTime = nextFreshTime - PlayerManager.serverTime
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--LogGreen("remationTime:"..remationTime)
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--LogGreen("itemData.nextFlushTime:"..itemData.nextFlushTime.." remationTime:"..remationTime)
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if remationTime > 0 then
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return remationTime
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end
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@ -324,12 +324,14 @@ function this.ShowBattleResultByFightLevelType(drop)
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
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if FightLevelManager.GetisShowChapterOpenPopup() then
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UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
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end)
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else
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-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
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if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
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UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
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end)
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else
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FightLevelManager.SetisShowChapterOpenPopup(false)
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end
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end
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end
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end, 8,true,true)
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@ -321,7 +321,8 @@ function this.FightLevelShow()
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this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
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end
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end
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for i = 1, math.max(#condition, #conditionGo) do
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@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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