parent
1cff130e45
commit
856f03b494
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@ -3750,8 +3750,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 938.6, y: -533}
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m_AnchoredPosition: {x: 0, y: 81.42493}
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m_SizeDelta: {x: 938.6, y: -370.15}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5302233718222194868
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CanvasRenderer:
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@ -11744,7 +11744,7 @@ ParticleSystem:
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--- !u!199 &803831904554332959
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -17327,7 +17327,7 @@ ParticleSystem:
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--- !u!199 &175963871488439658
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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@ -33,6 +33,7 @@ local _PanelType = {
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local list={}
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local orginLayer2=0
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local orginLayer=0
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local isPlayanim,isTop = true,true
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--初始化组件(用于子类重写)
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function HeroAndEquipResolvePanel:InitComponent()
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this.spLoader = SpriteLoader.New()
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@ -214,11 +215,14 @@ end
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--界面打开时调用(用于子类重写)
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function HeroAndEquipResolvePanel:OnOpen(_tabType)
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tabType=_tabType
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isPlayanim = true
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isTop = true
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end
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function HeroAndEquipResolvePanel:OnShow()
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tabSortType=0
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this.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = _PanelType[tabType] })
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this.GetTabTypeShoePanel(tabType)
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end
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--隐藏 grid
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function this.GetTabTypeShoePanel(_tabType)
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@ -267,6 +271,13 @@ function this.SortTypeClick(_sortType,_btn)
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if tabType == 4 then
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list={}
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soulPrintData= BagManager.GetAllSoulPrintData(tabSortType)
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table.sort(soulPrintData,function(a,b)
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if a.quality == b.quality then
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return a.id < b.id
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else
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return a.quality < b.quality
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end
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end)
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this.soulPrintChooseType=tabSortType
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if(not soulPrintData or #soulPrintData<1) then
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this.noneImage:SetActive(true)
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@ -277,8 +288,13 @@ function this.SortTypeClick(_sortType,_btn)
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this.ScrollView3:SetData(soulPrintData, function (index, go)
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this:SetSoulPrintData(go, soulPrintData[index],index)
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table.insert(list,go)
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end)
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end,not isTop,not isPlayanim)
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if isPlayanim then
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isPlayanim = false
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end
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if isTop then
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isTop = false
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end
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder - orginLayer2)
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@ -444,7 +460,7 @@ function this.QuickSelectListData()
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end
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this.ScrollView3:SetData(soulPrintData, function (index, go)
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this:SetSoulPrintData(go, soulPrintData[index],index)
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end)
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end,not isTop,not isPlayanim)
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end
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this.UpdataPanelRewardAndSelectText()
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end
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@ -581,7 +597,8 @@ function this.GetItemIsBeyondMaxNum(type,curResolveAllItemList)
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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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function HeroAndEquipResolvePanel:OnClose()
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isPlayanim = true
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isTop = true
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tabSortType = 0
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end
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