Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-07-28 17:01:58 +08:00
commit 771826da9c
35 changed files with 7326 additions and 13 deletions

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@ -778,8 +778,8 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
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m_SizeDelta: {x: 301.8, y: 460}
m_AnchoredPosition: {x: 0, y: -2.93}
m_SizeDelta: {x: 301.8, y: 465.87}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2320031818592630697
CanvasRenderer:
@ -3262,6 +3262,7 @@ RectTransform:
- {fileID: 2714879218901962114}
- {fileID: 2320031819405606823}
- {fileID: 2320031819680067771}
- {fileID: 2656711172591673257}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@ -3576,7 +3577,7 @@ RectTransform:
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m_AnchoredPosition: {x: -91.4, y: -135.99}
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@ -3870,7 +3871,7 @@ RectTransform:
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@ -4093,8 +4094,8 @@ RectTransform:
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@ -4190,3 +4191,83 @@ MonoBehaviour:
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@ -0,0 +1,33 @@
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Hidden/Default-Diffuse" {
Properties {
//_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd
//sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
void surf (Input IN, inout SurfaceOutput o) {
//fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = fixed3(1,1,1);
o.Alpha = 1;
}
ENDCG
}
Fallback "Hidden/InternalErrorShader"
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 1cf234f48b286c5458c446aca9ea60c7
timeCreated: 1505447125
licenseType: Free
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@ -420,7 +420,7 @@ function SetHeroBg(bg,cardBg,star,quality)
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10])
if hong then
hong.gameObject:SetActive(true)
hong.gameObject:SetActive(false)
end
if bai then
bai.gameObject:SetActive(false)
@ -432,7 +432,7 @@ function SetHeroBg(bg,cardBg,star,quality)
hong.gameObject:SetActive(false)
end
if bai then
bai.gameObject:SetActive(true)
bai.gameObject:SetActive(false)
end
end
end

View File

@ -123,6 +123,14 @@ function this:FormationAdapter()
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,5,1,sortingOrder,false,rewardData)
end
function this.OnSortingOrderChange()
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], self.sortingOrder - sortingOrder)
end
sortingOrder = self.sortingOrder
end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("t_biandui.xuanzhongkuang")
@ -166,6 +174,11 @@ function this.SetCardSingleData(o,monsterId, _pos)
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetCardStars(starGrid,heroConfig.Star)
if heroConfig.Star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
end
name.text=heroConfig.ReadingName

View File

@ -195,6 +195,9 @@ end
function this:OnSortingOrderChange()
-- 设置特效
Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer)
for _,o in pairs(heroListGo) do
Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer)
end
orginLayer = self.sortingOrder
end
@ -428,12 +431,16 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
yuanImage:SetActive(heroData.createtype == 1)
lv.text=heroData.lv
fg.sprite = Util.LoadSprite(GetHeroCardStarFg[heroData.star])
pro.sprite=Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
SetCardStars(starGrid,heroData.star)
if heroData.star > 9 then
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(o,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
end
name.text=heroData.heroConfig.ReadingName

View File

@ -2,6 +2,7 @@
GuildCarDelayLootPopup = Inherit(BasePanel)
local this = GuildCarDelayLootPopup
local CarChallenegList--抢夺后端信息
local origilayer = 0
--初始化组件(用于子类重写)
function GuildCarDelayLootPopup:InitComponent()
this.ItemPre = Util.GetGameObject(self.gameObject, "ItemPre")
@ -39,6 +40,12 @@ function GuildCarDelayLootPopup:OnOpen(_msg)
--CarChallenegList = _msg
end
function GuildCarDelayLootPopup:OnSortingOrderChange()
for i = 1, this.ScrollView.transform.childCount do
Util.AddParticleSortLayer(this.ScrollView.transform:GetChild(i - 1).gameObject, self.sortingOrder - origilayer)
end
origilayer = self.sortingOrder
end
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
function GuildCarDelayLootPopup:OnShow()
NetManager.GetCarChallenegListResponse(function (msg)
@ -112,6 +119,11 @@ function this.SingleInfoDataShow(go,data)
Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(curHeroConfig.Icon))
Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(curHeroConfig.Star))
SetHeroStars(Util.GetGameObject(heroGo, "starGrid"), data.teamInfo[i].star)
if heroConfig.Star > 9 then
Util.GetGameObject(go,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(true)
else
Util.GetGameObject(go,"UI_Effect_jinkuang_KaPai").gameObject:SetActive(false)
end
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text=data.teamInfo[i].level
local heroData = {}
Util.AddOnceClick(Util.GetGameObject(Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"), "frame"), function()

View File

@ -2,14 +2,21 @@
GMPanel = Inherit(BasePanel)
local this = MainPanel
local chooseID
local heroList = { "4#10003#11", "4#10006#11", "4#10008#11", "4#10009#11", "4#10013#11", "4#10014#11"}
local heroList = { "4#10003#12", "4#10006#12", "4#10008#12", "4#10009#12", "4#10013#12", "4#10014#12",
"4#10003#11", "4#10006#11", "4#10008#11", "4#10009#11", "4#10013#11", "4#10014#11",
"4#10003#9", "4#10006#9", "4#10008#9", "4#10009#9", "4#10013#9", "4#10014#9",
"4#10003#8", "4#10006#8", "4#10008#8", "4#10009#8", "4#10013#8", "4#10014#8",
"4#10003#7", "4#10006#7", "4#10008#7", "4#10009#7", "4#10013#7", "4#10014#7",
"4#10003#6", "4#10006#6", "4#10008#6", "4#10009#6", "4#10013#6", "4#10014#6",
"4#10003#5", "4#10006#5", "4#10008#5", "4#10009#5", "4#10013#5", "4#10014#5",
"4#10003#4", "4#10006#4", "4#10008#4", "4#10009#4", "4#10013#4", "4#10014#4"}
local moneyList = {"1#3#999999999", "1#4#999999999", "1#5#999999999", "1#14#999999999", "1#15#999999999", "1#16#999999999"}
local mapId = {
[0] = 100,
[1] = 101,
[2] = 102,
[3] = 103,
[4] = 104,
[4] = 104,
[5] = 105,
[6] = 106,
[7] = 107,

View File

@ -121,7 +121,6 @@ function this.OnClickEnterHero(go,heroData,type)
end
function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
local choosed = Util.GetGameObject(go.transform, "choosed")
choosed:SetActive(false)
if curSelectHeroList[heroData.dynamicId] then
@ -141,7 +140,7 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.id )
local starGrid = Util.GetGameObject(go.transform, "star")
SetHeroStars(starGrid, heroData.star)
SetHeroStars(starGrid, heroData.star,1,nil,nil,Vector2.New(0,1))
local cardBtn = Util.GetGameObject(go.transform, "icon")
Util.AddOnceClick(cardBtn, function()
if curSelectHeroList[heroData.dynamicId] then