Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
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size: 1024,1024
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xy: 2, 5
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size: 114, 88
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rotate: false
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xy: 218, 2
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size: 91, 91
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rotate: false
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xy: 766, 423
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size: 97, 115
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offset: 0, 0
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rotate: false
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xy: 536, 395
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size: 228, 567
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orig: 228, 567
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offset: 0, 0
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index: -1
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rotate: false
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xy: 2, 429
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size: 532, 533
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orig: 532, 533
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offset: 0, 0
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index: -1
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011_zuoshou
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rotate: true
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xy: 865, 428
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size: 110, 88
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orig: 110, 88
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offset: 0, 0
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index: -1
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011_zuoxiaobi
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rotate: false
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xy: 118, 4
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size: 98, 89
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offset: 0, 0
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@ -115,6 +115,23 @@ function UIManager.Adapter()
|
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rectTransform.offsetMin = Vector2.New(rectTransform.offsetMin.x, rectTransform.offsetMin.y + UIManager.Offset.Bottom)
|
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rectTransform.offsetMax = Vector2.New(rectTransform.offsetMax.x, rectTransform.offsetMax.y - UIManager.Offset.Top)
|
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|
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rectTransform = this.screenMask1:GetComponent("RectTransform")
|
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rectTransform.anchorMin = Vector2.New(0, 1)
|
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rectTransform.anchorMax = Vector2.New(1, 1)
|
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rectTransform.offsetMin = Vector2.New(0, 0)
|
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rectTransform.offsetMax = Vector2.New(0, 0)
|
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rectTransform.pivot = Vector2.New(0.5, 1)
|
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rectTransform.sizeDelta = Vector2.New(0, UIManager.Offset.Top)
|
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|
||||
rectTransform = this.screenMask2:GetComponent("RectTransform")
|
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rectTransform.anchorMin = Vector2.New(0, 0)
|
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rectTransform.anchorMax = Vector2.New(1, 0)
|
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rectTransform.offsetMin = Vector2.New(0, 0)
|
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rectTransform.offsetMax = Vector2.New(0, 0)
|
||||
rectTransform.pivot = Vector2.New(0.5, 0)
|
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rectTransform.sizeDelta = Vector2.New(0, UIManager.Offset.Bottom)
|
||||
|
||||
|
||||
elseif n < standard then
|
||||
local w = 1920 / Screen.height * Screen.width
|
||||
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)
|
||||
|
||||
-- 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(4) -- 计算其他buff
|
||||
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
|
||||
|
|
|
@ -120,7 +120,7 @@ function this.ShowGuide(id, ...)
|
|||
DataCenterManager.CommitClickStatus(Language[10839], tostring(id))
|
||||
ThinkingAnalyticsManager.Track("guild", {
|
||||
step_id = id,
|
||||
guild_start_time = math.floor(GetTimeStamp()).. "#3",
|
||||
guild_start_time = math.floor(GetTimeStamp()),
|
||||
})
|
||||
-- 引导结束回调
|
||||
local function onGuideClose()
|
||||
|
|
|
@ -33,6 +33,11 @@ namespace GameEditor
|
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SetAudio(audioImporter);
|
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}
|
||||
|
||||
//音频导入后处理
|
||||
public void OnPostprocessAudio(AudioClip clip)
|
||||
{
|
||||
}
|
||||
|
||||
|
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void OnPreprocessTexture()
|
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{
|
||||
|
@ -79,9 +84,9 @@ namespace GameEditor
|
|||
|
||||
public void SetAudio(AudioImporter audioImporter) {
|
||||
|
||||
audioImporter.SetAudioSettingExt("Android",AudioClipLoadType.Streaming);
|
||||
audioImporter.SetAudioSettingExt("iPhone", AudioClipLoadType.Streaming);
|
||||
audioImporter.SetAudioSettingExt("Standalone", AudioClipLoadType.Streaming);
|
||||
//audioImporter.SetAudioSettingExt("Android",AudioClipLoadType.Streaming);
|
||||
//audioImporter.SetAudioSettingExt("iPhone", AudioClipLoadType.Streaming);
|
||||
//audioImporter.SetAudioSettingExt("Standalone", AudioClipLoadType.Streaming);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue