【修行】恭喜破镜
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@ -18,7 +18,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &4319954644975728847
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RectTransform:
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m_ObjectHideFlags: 0
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@ -36,10 +36,10 @@ RectTransform:
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m_Father: {fileID: 1828482313430278523}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 300, y: 0}
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m_SizeDelta: {x: 600, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 300, y: -107.5}
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m_SizeDelta: {x: 600, y: 215}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4780749988992621811
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CanvasRenderer:
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@ -302,10 +302,10 @@ RectTransform:
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m_Father: {fileID: 4319954644975728847}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 550, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 300, y: -145}
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m_SizeDelta: {x: 550, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &902351682421173202
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CanvasRenderer:
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@ -3,19 +3,29 @@ require("Base/BasePanel")
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CongratulationPopup = Inherit(BasePanel)
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local this = CongratulationPopup
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local sorting = 0
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local SkeletonGraphic
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local idleFunc = function()
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SkeletonGraphic.AnimationState:SetAnimation(0, "idle2", true)
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end
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--子模块脚本
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local contentScripts = {
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--神印信息
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[CONGRATULATION_TYPE.Practice] = {view = require("Modules/GeneralPanel/View3/CongratulationPopup_Practice"), panelName = "CongratulationPopup_Practice"},
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[CONGRATULATION_TYPE.Practice] = {view = require("Modules/GeneralPanel/View3/CongratulationPopup_Practice"), panelName = "CongratulationPopup_Practice",idleName = "idle1"},
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}
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--子模块预设
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local contentPrefabs={}
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--初始化组件(用于子类重写)
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function CongratulationPopup:InitComponent()
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this.contents = Util.GetGameObject(this.gameObject,"Content")
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this.backBtn = Util.GetGameObject(this.gameObject,"backBtn")
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sorting = 0
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this.mask = Util.GetGameObject(this.gameObject,"Mask")
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this.contents = Util.GetGameObject(this.gameObject,"Contents/Pages")
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this.effect = Util.GetGameObject(this.gameObject,"Contents/Pages/Shows/UI_effect_FightEndLvUp")
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this.roleEffect=Util.GetGameObject(self.transform, "Contents/Pages/Shows/npc")
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this.roleEffect.gameObject:SetActive(true)
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SkeletonGraphic = this.roleEffect:GetComponent("SkeletonGraphic")
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idleFunc
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--子模块脚本初始化
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for key, value in pairs(contentScripts) do
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@ -33,7 +43,7 @@ function CongratulationPopup:BindEvent()
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value.view:BindEvent()
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end
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--返回按钮
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Util.AddClick(this.backBtn,function()
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Util.AddClick(this.mask,function()
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self:ClosePanel()
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end)
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end
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@ -51,13 +61,17 @@ function CongratulationPopup:RemoveListener()
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end
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function CongratulationPopup:OnSortingOrderChange()
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this.sortingOrder = self.sortingOrder
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Util.AddParticleSortLayer(this.effect,self.sortingOrder - sorting)
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sorting = self.sortingOrder
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end
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function CongratulationPopup:OnOpen(popupKey,...)
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this.effect:SetActive(true)
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local SkeletonGraphic = this.roleEffect:GetComponent("SkeletonGraphic")
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for key, value in pairs(contentPrefabs) do
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value.gameObject:SetActive(false)
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end
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contentPrefabs[popupKey].gameObject:SetActive(true)
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SkeletonGraphic.AnimationState:SetAnimation(0, contentScripts[popupKey].idleName, false)
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contentScripts[popupKey].view:OnShow(this,...)--1、传入自己 2、传入不定参
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end
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@ -74,6 +88,7 @@ function CongratulationPopup:OnDestroy()
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for key, value in pairs(contentScripts) do
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value.view:OnDestroy()
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end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idleFunc
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end
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return CongratulationPopup
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@ -6,6 +6,9 @@ local sortingOrder=0
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--初始化组件(用于子类重写)
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function this:InitComponent(gameObject)
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this.title = Util.GetGameObject(gameObject,"title/Img"):GetComponent("Image")
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this.text1 = Util.GetGameObject(gameObject,"Text1"):GetComponent("Text")
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this.text2 = Util.GetGameObject(gameObject,"Text2/Text"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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@ -24,6 +27,10 @@ end
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function this:OnShow(_parent,...)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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local data = ...
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this.title.sprite = Util.LoadSprite(data.NamePic2)
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this.text1.text = data.RealmDesc1
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this.text2.text = data.RealmDesc2
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end
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--界面关闭时调用(用于子类重写)
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@ -67,7 +67,7 @@ function Practice:BindEvent()
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end)
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Util.AddClick(self.starBtn, function()
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LogGreen("打开山河社稷图")
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UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice)
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UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,self.curLevelConfig)
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end)
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Util.AddClick(self.button, function()
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if self:UpgradeCheck() then return end
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