Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
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|
||||||
assetBundleVariant:
|
|
|
@ -115,6 +115,23 @@ function UIManager.Adapter()
|
||||||
rectTransform.offsetMin = Vector2.New(rectTransform.offsetMin.x, rectTransform.offsetMin.y + UIManager.Offset.Bottom)
|
rectTransform.offsetMin = Vector2.New(rectTransform.offsetMin.x, rectTransform.offsetMin.y + UIManager.Offset.Bottom)
|
||||||
rectTransform.offsetMax = Vector2.New(rectTransform.offsetMax.x, rectTransform.offsetMax.y - UIManager.Offset.Top)
|
rectTransform.offsetMax = Vector2.New(rectTransform.offsetMax.x, rectTransform.offsetMax.y - UIManager.Offset.Top)
|
||||||
|
|
||||||
|
rectTransform = this.screenMask1:GetComponent("RectTransform")
|
||||||
|
rectTransform.anchorMin = Vector2.New(0, 1)
|
||||||
|
rectTransform.anchorMax = Vector2.New(1, 1)
|
||||||
|
rectTransform.offsetMin = Vector2.New(0, 0)
|
||||||
|
rectTransform.offsetMax = Vector2.New(0, 0)
|
||||||
|
rectTransform.pivot = Vector2.New(0.5, 1)
|
||||||
|
rectTransform.sizeDelta = Vector2.New(0, UIManager.Offset.Top)
|
||||||
|
|
||||||
|
rectTransform = this.screenMask2:GetComponent("RectTransform")
|
||||||
|
rectTransform.anchorMin = Vector2.New(0, 0)
|
||||||
|
rectTransform.anchorMax = Vector2.New(1, 0)
|
||||||
|
rectTransform.offsetMin = Vector2.New(0, 0)
|
||||||
|
rectTransform.offsetMax = Vector2.New(0, 0)
|
||||||
|
rectTransform.pivot = Vector2.New(0.5, 0)
|
||||||
|
rectTransform.sizeDelta = Vector2.New(0, UIManager.Offset.Bottom)
|
||||||
|
|
||||||
|
|
||||||
elseif n < standard then
|
elseif n < standard then
|
||||||
local w = 1920 / Screen.height * Screen.width
|
local w = 1920 / Screen.height * Screen.width
|
||||||
local f = (w-1080) / 2
|
local f = (w-1080) / 2
|
||||||
|
|
|
@ -236,7 +236,9 @@ function BattleLogic.TurnRound(debugTurn)
|
||||||
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
|
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
|
||||||
|
|
||||||
-- 如果角色无法释放技能
|
-- 如果角色无法释放技能
|
||||||
if not SkillRole:IsAvailable() then
|
if not SkillRole:IsAvailable() -- 角色不能释放技能
|
||||||
|
or (SkillRole:IsDead() and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead)) --将死但没有不死buff
|
||||||
|
then
|
||||||
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
|
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
|
||||||
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
|
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
|
||||||
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
||||||
|
|
|
@ -120,7 +120,7 @@ function this.ShowGuide(id, ...)
|
||||||
DataCenterManager.CommitClickStatus(Language[10839], tostring(id))
|
DataCenterManager.CommitClickStatus(Language[10839], tostring(id))
|
||||||
ThinkingAnalyticsManager.Track("guild", {
|
ThinkingAnalyticsManager.Track("guild", {
|
||||||
step_id = id,
|
step_id = id,
|
||||||
guild_start_time = math.floor(GetTimeStamp()).. "#3",
|
guild_start_time = math.floor(GetTimeStamp()),
|
||||||
})
|
})
|
||||||
-- 引导结束回调
|
-- 引导结束回调
|
||||||
local function onGuideClose()
|
local function onGuideClose()
|
||||||
|
|
|
@ -33,6 +33,11 @@ namespace GameEditor
|
||||||
SetAudio(audioImporter);
|
SetAudio(audioImporter);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//音频导入后处理
|
||||||
|
public void OnPostprocessAudio(AudioClip clip)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void OnPreprocessTexture()
|
void OnPreprocessTexture()
|
||||||
{
|
{
|
||||||
|
@ -79,9 +84,9 @@ namespace GameEditor
|
||||||
|
|
||||||
public void SetAudio(AudioImporter audioImporter) {
|
public void SetAudio(AudioImporter audioImporter) {
|
||||||
|
|
||||||
audioImporter.SetAudioSettingExt("Android",AudioClipLoadType.Streaming);
|
//audioImporter.SetAudioSettingExt("Android",AudioClipLoadType.Streaming);
|
||||||
audioImporter.SetAudioSettingExt("iPhone", AudioClipLoadType.Streaming);
|
//audioImporter.SetAudioSettingExt("iPhone", AudioClipLoadType.Streaming);
|
||||||
audioImporter.SetAudioSettingExt("Standalone", AudioClipLoadType.Streaming);
|
//audioImporter.SetAudioSettingExt("Standalone", AudioClipLoadType.Streaming);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue