diff --git a/Assets/ManagedResources/Prefabs/UI/Resolve/HeroAndEquipResolvePanel.prefab b/Assets/ManagedResources/Prefabs/UI/Resolve/HeroAndEquipResolvePanel.prefab index ba30b21d4f..fb5620e5d3 100644 --- a/Assets/ManagedResources/Prefabs/UI/Resolve/HeroAndEquipResolvePanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Resolve/HeroAndEquipResolvePanel.prefab @@ -3750,8 +3750,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 1} - m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 938.6, y: -533} + m_AnchoredPosition: {x: 0, y: 81.42493} + m_SizeDelta: {x: 938.6, y: -370.15} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &5302233718222194868 CanvasRenderer: @@ -11744,7 +11744,7 @@ ParticleSystem: --- !u!199 &803831904554332959 ParticleSystemRenderer: serializedVersion: 6 - m_ObjectHideFlags: 2 + m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} @@ -17327,7 +17327,7 @@ ParticleSystem: --- !u!199 &175963871488439658 ParticleSystemRenderer: serializedVersion: 6 - m_ObjectHideFlags: 2 + m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua index eeee7cfb6f..3ca033fc22 100644 --- a/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Resolve/HeroAndEquipResolvePanel.lua @@ -33,6 +33,7 @@ local _PanelType = { local list={} local orginLayer2=0 local orginLayer=0 +local isPlayanim,isTop = true,true --初始化组件(用于子类重写) function HeroAndEquipResolvePanel:InitComponent() this.spLoader = SpriteLoader.New() @@ -214,11 +215,14 @@ end --界面打开时调用(用于子类重写) function HeroAndEquipResolvePanel:OnOpen(_tabType) tabType=_tabType + isPlayanim = true + isTop = true end function HeroAndEquipResolvePanel:OnShow() tabSortType=0 this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[tabType] }) this.GetTabTypeShoePanel(tabType) + end --隐藏 grid function this.GetTabTypeShoePanel(_tabType) @@ -267,6 +271,13 @@ function this.SortTypeClick(_sortType,_btn) if tabType == 4 then list={} soulPrintData= BagManager.GetAllSoulPrintData(tabSortType) + table.sort(soulPrintData,function(a,b) + if a.quality == b.quality then + return a.id < b.id + else + return a.quality < b.quality + end + end) this.soulPrintChooseType=tabSortType if(not soulPrintData or #soulPrintData<1) then this.noneImage:SetActive(true) @@ -277,8 +288,13 @@ function this.SortTypeClick(_sortType,_btn) this.ScrollView3:SetData(soulPrintData, function (index, go) this:SetSoulPrintData(go, soulPrintData[index],index) table.insert(list,go) - end) - + end,not isTop,not isPlayanim) + if isPlayanim then + isPlayanim = false + end + if isTop then + isTop = false + end --特效层级重设 for i=1,#list do Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2) @@ -444,7 +460,7 @@ function this.QuickSelectListData() end this.ScrollView3:SetData(soulPrintData, function (index, go) this:SetSoulPrintData(go, soulPrintData[index],index) - end) + end,not isTop,not isPlayanim) end this.UpdataPanelRewardAndSelectText() end @@ -581,7 +597,8 @@ function this.GetItemIsBeyondMaxNum(type,curResolveAllItemList) end --界面关闭时调用(用于子类重写) function HeroAndEquipResolvePanel:OnClose() - + isPlayanim = true + isTop = true tabSortType = 0 end