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{fileID: 4685898274264155040} - {fileID: 463885800620499347} + - {fileID: 2669814021149086866} m_Father: {fileID: 8285412012016129936} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua index 0e6acf195d..c2ebaaa4d8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua @@ -17,6 +17,8 @@ local fightType -- 1关卡 2副本 3限时怪, 5兽潮, 6新关卡, 7公会boss local orginLayer local boxList={}--新将来袭奖励盒子 local boxList2={}--踏碎凌霄奖励盒子 +local _NO_JUMP_ROUND = 2 + -- 显示跳过战斗使用 local hadCounted = 0 @@ -54,7 +56,7 @@ local UpdateBtnGMFunc = { -- if FightPointPassManager.GetCurOpenFightIdIsBoss() then -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!" -- end - if this.curRound < 3 then + if this.curRound <= _NO_JUMP_ROUND then return SKIP_STATE.NOUSE, "第二回合结束后可以跳过" end return SKIP_STATE.UNLOCK @@ -66,7 +68,7 @@ local UpdateBtnGMFunc = { -- if FightPointPassManager.GetCurOpenFightIdIsBoss() then -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!" -- end - if this.curRound < 3 then + if this.curRound <= _NO_JUMP_ROUND then return SKIP_STATE.NOUSE, "第二回合结束后可以跳过" end return SKIP_STATE.UNLOCK @@ -103,7 +105,8 @@ function this:InitComponent() this.BtnTimeScale = Util.GetGameObject(this.DownRoot, "option/BtnTimeScale") this.BtnJumpFight = Util.GetGameObject(this.DownRoot, "option/Button") - this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock") + this.jumpLock = Util.GetGameObject(this.DownRoot, "option/Button/lock_round") + this.jumpLock:GetComponent("Image").fillAmount = 1 this.submit = Util.GetGameObject(this.DownRoot, "bg") @@ -238,6 +241,8 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM) fightType = _fightType --判定战斗类型 isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放 hadCounted = 0 + -- + this.curRound = 1 -- LogPink(fightType) if _fightData.bg then this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg) @@ -389,8 +394,14 @@ end -- 设置跳过按钮的状态 function this.SetJumpBtnState() local state, tip = this:GetSkipState() - this.jumpLock:SetActive(state == SKIP_STATE.LOCK) - Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE) + local isLock = state ~= SKIP_STATE.UNLOCK + -- 战斗跳过按钮显示 + this.jumpLock:SetActive(isLock) + if isLock then + + local filter = 1 - (this.curRound - 1)/_NO_JUMP_ROUND + this.jumpLock:GetComponent("Image").fillAmount = filter > 0 and filter or 0 + end end @@ -744,6 +755,9 @@ end -- 角色轮转回调 function this.RoleTurnChange(role) GuideBattleLogic:RoleTurnChange(this.curRound, role) + + -- 设置跳过按钮的状态 + -- this.SetJumpBtnState() end diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index b20f861aa2..3908bce235 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -520,7 +520,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData) local scale = roleConfig.play_liveScale local livePos = Vector3.New(roleConfig.offset[1], roleConfig.offset[2], 0) live.texture = CardRendererManager.GetSpineTexture(_pos, liveName, Vector3.one * scale, livePos, true) - SetHEeroLiveToward(live,heroData.heroConfig.Toward) + --SetHEeroLiveToward(live,heroData.heroConfig.Toward) live.transform.localScale = Vector3.one live.transform.localPosition = Vector3.zero diff --git a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPanel.lua b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPanel.lua index da6581d850..6f4c29e9cb 100644 --- a/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/HandBook/HandBookHeroAndEquipListPanel.lua @@ -657,7 +657,7 @@ function HandBookHeroAndEquipListPanel:OnShowSingleHeroData(...) Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.ReadingName) Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetResourcePath(heroData.Painting)) - SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward) + --SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"),heroData.Toward) Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.PropertyName)) Util.GetGameObject(_go.transform, "card/heroStage"):SetActive(false) local starGrid = Util.GetGameObject(_go.transform, "star") diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua index ce4ef6baaa..22db651228 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua @@ -572,6 +572,7 @@ function this.ShowHeroEquip() SetHeroBg(this.spLoader, Util.GetGameObject(this.transform, "bg/heroInfo"),Util.GetGameObject(this.transform, "bg/heroInfo/bg"), curHeroData.star) this.heroLv.text = curHeroData.lv this.heroIcon.sprite = this.spLoader:LoadSprite(curHeroData.painting) + --SetHEeroLiveToward(this.heroIcon,curHeroData.heroConfig.Toward) this.heroProIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName)) local star,starType = curHeroData.GetStar(1) local starScale = -10 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua index d4e6ac6fb7..aae882db10 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleListPanel.lua @@ -241,7 +241,7 @@ function this.SingleHeroDataShow(_go,_heroData) Util.GetGameObject(_go.transform, "card/name"):GetComponent("Text").text = GetLanguageStrById(heroData.heroConfig.ReadingName) Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.painting) - SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward) + --SetHEeroLiveToward(Util.GetGameObject(_go.transform, "card/icon"):GetComponent("Image"),heroData.heroConfig.Toward) -- Util.GetGameObject(_go.transform, "card/pos/icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon) Util.GetGameObject(_go.transform, "card/pro/Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) Util.GetGameObject(_go.transform, "card/heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage]) diff --git a/Assets/ManagedResources/~Lua/View/RoleItemView.lua b/Assets/ManagedResources/~Lua/View/RoleItemView.lua index fe18b1c63d..7a3d79b376 100644 --- a/Assets/ManagedResources/~Lua/View/RoleItemView.lua +++ b/Assets/ManagedResources/~Lua/View/RoleItemView.lua @@ -72,7 +72,7 @@ function RoleItemView:OnShowHeroData(effectLayer) end SetHeroBg(this.spLoader, Util.GetGameObject(self.gameObject, "iconMask"),self.frame,star,self.heroData.heroConfig.Quality) self.icon.sprite = this.spLoader:LoadSprite(self.heroData.painting) - SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward ) + --SetHEeroLiveToward(self.icon.gameObject,self.heroData.heroConfig.Toward ) self.lv.text=self.heroData.lv -- self.pos.sprite=this.spLoader:LoadSprite(self.heroData.professionIcon) self.pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(self.heroData.heroConfig.PropertyName))