修改BUG
parent
21d0262140
commit
65d783dae1
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@ -69,7 +69,7 @@ MonoBehaviour:
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initialSkinName: default
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initialFlipX: 0
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initialFlipY: 0
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startingAnimation:
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startingAnimation: idle
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startingLoop: 1
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timeScale: 1
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freeze: 0
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@ -3147,7 +3147,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -2, y: -0.1}
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m_SizeDelta: {x: 100, y: 100}
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m_SizeDelta: {x: 39, y: 39}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2643405721069577264
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CanvasRenderer:
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@ -69,7 +69,7 @@ MonoBehaviour:
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initialSkinName: default
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initialFlipX: 0
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initialFlipY: 0
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startingAnimation:
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startingAnimation: idle
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startingLoop: 1
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timeScale: 1
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freeze: 0
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@ -4268,16 +4268,14 @@ end
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--根据界面数据加载动态立绘
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function this.LoadHerolive(_heroData, _objPoint)
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--TODO:动态加载立绘
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local t=(_heroData.id==10016 or _heroData.id==21063 or _heroData.id==21064) and _heroData.painting or _heroData.live
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LogError(t)
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local t=_heroData.painting
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local testLive = poolManager:LoadLive(t, _objPoint.transform,
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Vector3.one * _heroData.scale, Vector3.New(_heroData.position[1], _heroData.position[2], 0))
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local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
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local clip="idle"
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if (_heroData.id==10016 or _heroData.id==21063 or _heroData.id==21064)then
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clip="animation"
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end
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "animation", true) end
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, clip, true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(_heroData.live, testLive, function ()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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@ -4289,7 +4287,7 @@ end
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--根据界面数据加载动态立绘
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function this.LoadHerolive1(data, _objPoint)
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--TODO:动态加载立绘
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local testLive = poolManager:LoadLive(GetResourcePath(data.Live), _objPoint.transform,
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local testLive = poolManager:LoadLive(GetResourcePath(data.Painting), _objPoint.transform,
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Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
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local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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@ -228,7 +228,7 @@ function RoleInfoPanel:BindEvent()
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Util.AddClick(this.dragView.gameObject, function()
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
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end)
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--装备
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@ -450,7 +450,7 @@ function this:RightBtnOnClick()
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this.rightLiveObj = HeroManager.LoadHerolive(rightHeroData,this.rightObj)
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SetHEeroLiveToward(this.rightLiveObj,rightToward,rightHeroData.position)
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
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this.rightBtn:GetComponent("Button").enabled = true
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isClickLeftOrRightBtn = true
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this:UpdateHeroInfoData()
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@ -519,7 +519,7 @@ function this:LeftBtnOnClick()
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end
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SetHEeroLiveToward(this.leftLiveObj,leftToward,leftHeroData.position)
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local SkeletonGraphic = this.curLiveObj:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState:SetAnimation(0, "touch", false)
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle", false)
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this.leftBtn:GetComponent("Button").enabled = true
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isClickLeftOrRightBtn = true
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this:UpdateHeroInfoData()
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