神魂提交

dev_chengFeng
jiaoyangna 2021-11-03 18:11:08 +08:00
parent 358f9e13ba
commit 6f0d51ddb2
13 changed files with 871 additions and 622 deletions

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@ -32,4 +32,4 @@ Material:
- _U_Speed: 0
- _V_Speed: 0
m_Colors:
- _Color: {r: 0.25943398, g: 0.75335324, b: 1, a: 1}
- _Color: {r: 0.25882354, g: 0.7529412, b: 1, a: 1}

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@ -51,8 +51,11 @@ Material:
- _DstBlend: 0
- _EmissionEnabled: 0
- _FlipbookMode: 0
- _InvFade: 1
- _LightingEnabled: 0
- _Main_Tex_RA: 0
- _Mode: 0
- _Msak_RA: 0
- _Rotator: 0
- _SoftParticlesEnabled: 0
- _SoftParticlesFarFadeDistance: 1
@ -63,7 +66,8 @@ Material:
- _ZWrite: 1
m_Colors:
- _CameraFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 0.5754717, g: 0.5754717, b: 0.5754717, a: 1}
- _Color: {r: 0.9221513, g: 0.9221513, b: 0.9221513, a: 1}
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _TintColor: {r: 0.514151, g: 0.71863836, b: 1, a: 1}

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@ -4728,7 +4728,7 @@ ParticleSystemRenderer:
m_NormalDirection: 1
m_ShadowBias: 0
m_RenderAlignment: 0
m_Pivot: {x: -0.12, y: -0.75, z: 0}
m_Pivot: {x: -0.12, y: -0.48, z: 0}
m_Flip: {x: 0, y: 0, z: 0}
m_UseCustomVertexStreams: 0
m_EnableGPUInstancing: 1
@ -5118,7 +5118,7 @@ ParticleSystem:
startSizeY:
serializedVersion: 2
minMaxState: 0
scalar: 0.28
scalar: 0.2
minScalar: 1
maxCurve:
serializedVersion: 2

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@ -637,7 +637,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Padding:
m_Left: 3
m_Left: 5
m_Right: 0
m_Top: 175
m_Bottom: 0

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@ -413,8 +413,9 @@ end
function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rotation)
local starSize
if not _starSize and type == 3 then
starSize = Vector2.New(35.75,89.42)
elseif not _starSize and type == 2 then
--第一个值代表缩放第二个值代表y轴移动到的y轴的位置
starSize = Vector3.New(0.5,0)
elseif not _starSize and star >= 10 then
starSize = Vector2(60,57)
else
starSize = Vector2(35,35)
@ -434,10 +435,13 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
pivot = _pivot
end
local starPre
local isHave = false
if Util.GetGameObject(starGrid, "starGrid(Clone)") then
starPre = Util.GetGameObject(starGrid, "starGrid(Clone)")
isHave = true
else
starPre = poolManager:LoadAsset("starGrid", PoolManager.AssetType.GameObject)
isHave = false
end
local size = starPre:GetComponent("RectTransform").sizeDelta
size.y = starSize.y
@ -448,17 +452,28 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
starPre.transform:SetAsFirstSibling()
starPre:GetComponent("LayoutGroup").spacing = scale
starPre:GetComponent("RectTransform").pivot = pivot
starPre.transform:GetChild(0).gameObject:SetActive(false)
if star < 7 and type and type == 3 then
for i = 1, 23 do
if i > 17 and i <= star + 17 then
starPre.transform:GetChild(0).gameObject:SetActive(true)
for i = 2, 24 do
if i > 18 and i <= star + 18 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
--starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
if not isHave then
local fx_shenhun = Util.GetGameObject(starPre.transform:GetChild(i - 1),"fx_shenhun")
if fx_shenhun then
Util.SetParticleScale(fx_shenhun,starSize.x)
local pos = fx_shenhun.transform.localPosition
pos.y = starSize.y
fx_shenhun.transform.localPosition = pos
end
end
else
starPre.transform:GetChild(i - 1).gameObject:SetActive(false)
end
end
elseif star < 6 then
for i = 1, 23 do
elseif star < 6 then
for i = 2, 24 do
if i <= star then
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
@ -471,8 +486,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
end
end
elseif star > 5 and star < 10 then
for i = 1, 23 do
if i <= star - 5 then
for i = 2, 24 do
if i <= star - 4 then
starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2])
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
if rotation then
@ -485,8 +500,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
end
elseif star > 9 then
if type and type == 1 then
for i = 1, 23 do
if i == star - 4 then
for i = 2, 24 do
if i == star - 3 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
else
@ -494,7 +509,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
end
end
-- elseif type and type == 2 then
-- for i = 1, 23 do
-- for i = 2, 24 do
-- if i > 11 and i == star + 2 then
-- starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
-- starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
@ -503,8 +518,8 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
-- end
-- end
else
for i = 1, 23 do
if i == star - 4 then
for i = 2, 24 do
if i == star - 3 then
starPre.transform:GetChild(i - 1).gameObject:SetActive(true)
starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
else

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@ -229,6 +229,9 @@ function this:OnSortingOrderChange()
for _,o in pairs(heroListGo) do
Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer)
end
this.scrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
end)
orginLayer = self.sortingOrder
end
@ -622,6 +625,10 @@ function this.SetRoleList(_roleDatas, isTop,isAni)
this.scrollView:SetData(_roleDatas, function(index, go)
this.SingleHeroDataShow(go, _roleDatas[index])
end, not isTop,not isAni)
this.scrollView:ForeachItemGO(function (index, go)
Util.SetParticleSortLayer(go, this.sortingOrder + 1)
end)
end
@ -776,8 +783,8 @@ function this.SingleHeroDataShow(_go, _heroData)
local starSize = Vector2.New(30,30)
local starScale = -8
if starType == 3 then
starSize = Vector2.New(33.43,83.61)
starScale = -13.77
starSize = Vector2.New(1,-8.4)
starScale = -15.8
elseif starType == 2 then
starSize = Vector2.New(60,57)
end

View File

@ -83,49 +83,39 @@ function GeneralBigPopup_RoleGodSoulUp:BindEvent()
-- return
-- end
-- end)
Util.AddClick(self.sureBtn,function()
Util.AddClick(self.sureBtn,function()
if self:CheckEmptyList() then
PopupTipPanel.ShowTip("请选择神将!")
return
end
if self:CheckEmptyList() then
PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
return
end
local isSave = false
--已激活
if #curList > 0 then
if self:CheckHaveEmptyValue() then
parent:ClosePanel()
else
if LengthOfTable(self.choosedIdList) >= #self.costItems then
if #curList == LengthOfTable(self.choosedIdList) then
for i = 1,#curList do
if self:CheckIsChooseId(curList[i]) < 1 then
isSave = true
break
end
end
else
if #curList == LengthOfTable(self.choosedIdList) then
for i = 1,#curList do
if self:CheckIsChooseId(curList[i]) < 1 then
isSave = true
break
end
if isSave then
NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
parent:ClosePanel()
end)
else
parent:ClosePanel()
end
end
end
else
if LengthOfTable(self.choosedIdList) >= #self.costItems then
if not self:CheckHaveEmptyValue() then
NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
parent:ClosePanel()
end)
else
PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
end
else
if self:CheckEmptyList() then
PopupTipPanel.ShowTip("请选择神将!")
else
PopupTipPanel.ShowTip("所选神将无法激活神魂效果!")
end
isSave = true
end
if isSave then
NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
parent:ClosePanel()
end)
else
parent:ClosePanel()
end
else
NetManager.HeroGodSoulBindRequest(self.curHeroData.dynamicId,self.lv,self.choosedIdList,function()
parent:ClosePanel()
end)
end
end)

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@ -48,7 +48,7 @@ function RoleGodSoulLayout:RemoveListener()
end
--界面打开时调用(用于子类重写)
function RoleGodSoulLayout:OnOpen(_curHerodata,_star,_lv)
function RoleGodSoulLayout:OnOpen(_curHerodata,_star)
self.curHeroData = _curHerodata
if self.curHeroData.dynamicId then
self.level = self.curHeroData.lv
@ -123,7 +123,7 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur)
starSize = Vector2.New(34.4,86.1)
starScale = -13.77
elseif starType == 2 then
starSize = Vector2.New(34.485,32.76)
starSize = Vector2.New(60,60)
end
else
if starType == 3 then
@ -139,7 +139,7 @@ function RoleGodSoulLayout:SetHeroData(heroGo,heroData,isCur)
SetHeroStars(self.spLoader, starGrid, star,starType,starSize,starScale)
else
local lv = Util.GetGameObject(heroGo,"lv/Text"):GetComponent("Text")
lv.text = self.lv
lv.text = self.level
frame.sprite = self.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.Quality,heroData.star))
proIcon.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName))
SetHeroIcon(self.spLoader,heroData,icon,heroData)

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@ -645,10 +645,11 @@ function this:UpdateHeroInfoData()
local star,starType = curHeroData.GetStar(1)
local starScale = -10
if starType == 3 then
starSize = Vector2.New(55.3,138.2)
starScale = -13.2
starSize = Vector2.New(1.2,1.84)
starScale = 7
end
SetHeroStars(this.spLoader, this.starGrid, star,starType,starSize,starScale)--,Vector2.New(0.5,0.5))
Util.SetParticleSortLayer(this.starGrid,this.sortingOrder + 1)
this.posImage.sprite =this.spLoader:LoadSprite(curHeroData.professionIcon)
this.heroName.text = curHeroData.name
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))

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@ -136,7 +136,7 @@ end
function this:OnSortingOrderChange()
this.ScrollView:ForeachItemGO(function (index, go)
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer)
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
end)
orginLayer = self.sortingOrder
this.BtView:SetOrderStatus({ sortOrder = self.sortingOrder })
@ -145,6 +145,8 @@ function this:OnSortingOrderChange()
if this.playerInfoView then
this.playerInfoView:SetLayer(self.sortingOrder)
end
end
--界面打开时调用(用于子类重写)
@ -219,7 +221,7 @@ function this:SetRoleList(_roleDatas)
end, 0.8):Start()
end
this.ScrollView:ForeachItemGO(function (index, go)
Util.AddParticleSortLayer(go, self.sortingOrder - orginLayer2)
Util.SetParticleSortLayer(go, self.sortingOrder + 1)
end)
orginLayer2 =self.sortingOrder
orginLayer = self.sortingOrder
@ -255,7 +257,7 @@ function this.SingleHeroDataShow(_go,_heroData)
local starSize = Vector2.New(32.5,32.5)
local starScale = -10
if starType == 3 then
starSize = Vector2.New(35.75,89.42)
starSize = Vector2.New(1,-16.12)
starScale = -13.2
elseif starType == 2 then
starSize = Vector2.New(60,57)