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self.Image1 = Util.GetGameObject(self.getCardPanel,"content1/Image/Image1"):GetComponent("Image") self.Image2Text = Util.GetGameObject(self.getCardPanel,"content1/Image/Image2/Text"):GetComponent("Text") self.Image3 = Util.GetGameObject(self.getCardPanel,"content1/Image/Image3"):GetComponent("Image") self.detailText1=Util.GetGameObject(self.getCardPanel,"content1/Image2/detailText1"):GetComponent("Text") @@ -39,6 +49,7 @@ function ElementDrawCardPanelNew:InitComponent() self.helpBtn = Util.GetGameObject(self.transform, "enterCardPanel/helpBtn") self.exchangeBtn = Util.GetGameObject(self.transform, "enterCardPanel/exchangeBtn") screenAdapte(self.bgImage) + self.liveNode = nil end --绑定事件(用于子类重写) @@ -49,7 +60,6 @@ function ElementDrawCardPanelNew:BindEvent() local singleConfig = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.LotterySetting,"LotteryType",TableRecruitType.Siyuanzhen,"PropertyType",self.index,"PerCount",1) local costnum = singleConfig.CostItem[1][2] local costId = singleConfig.CostItem[1][1] - LogGreen("costnum:"..costnum.." costId:"..costId) if BagManager.GetItemCountById(costId) < costnum then PopupTipPanel.ShowTip(GetLanguageStrById(itemConfig[costId].Name)..Language[10486]) return @@ -61,6 +71,10 @@ function ElementDrawCardPanelNew:BindEvent() end) Util.AddClick(self.btnBack, function () + if self.liveNode then + poolManager:UnLoadLive(self.liveNode.name, self.liveNode) + self.liveNode = nil + end self.getCardPanel:SetActive(false) self.parent.AddTrigger() self.qianghua:SetActive(false) @@ -69,6 +83,7 @@ function ElementDrawCardPanelNew:BindEvent() RecruitManager.recruitSubIndex = 0 self.parent.tabbox.gameObject:SetActive(true) self.parent.btnBack.gameObject:SetActive(true) + isSubPlayAnim = true end) Util.AddClick(self.previewBtn, function() @@ -102,14 +117,64 @@ function ElementDrawCardPanelNew:BtnAction(index) self.parent.btnBack.gameObject:SetActive(false) self.parent.tabbox.gameObject:SetActive(false) + if self.liveNode then + poolManager:UnLoadLive(self.liveNode.name, self.liveNode) + self.liveNode = nil + end + --Vector3.one *heroConfig.Scale + self.root.gameObject:SetActive(false) + local heroConfig + local SkeletonGraphic + if self.config.ShopData[2][index] and self.config.ShopData[2][index] > 0 then + heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,self.config.ShopData[2][index]) + local name = GetResourcePath(heroConfig.Live) + self.liveNode = poolManager:LoadLive(name, self.root.transform,Vector3.one *heroConfig.Scale, Vector3.New(heroConfig.Position[1], heroConfig.Position[2], 0)) + self.liveNode.name = name + SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic") + local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end + SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle + poolManager:SetLiveClearCall(name, self.liveNode, function () + SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle + end) + end + self.getCardPanel.gameObject:SetActive(true) + if isSubPlayAnim then + self.content1.gameObject:SetActive(false) + self.content2.gameObject:SetActive(false) + LogGreen("开始播放人物动画") + self.liveNode.gameObject.transform:DOScale(Vector3.zero,0) + self.root.gameObject:SetActive(true) + self.liveNode.gameObject.transform:DOScale(Vector3.one *heroConfig.Scale, 0.3):SetEase(Ease.Linear):OnStart(function() + self.root.gameObject.transform:DOLocalMove(Pos[index].ori,0) + self.root.gameObject.transform:DOLocalMove(Pos[index].tar, 0.3,false):SetEase(Ease.Linear):OnStart(function() end):OnUpdate(function() --TODO:测试速度 + end):OnComplete(function () + end) + -- SkeletonGraphic:DOColor(Color.New(1,1,1,0),0) + -- SkeletonGraphic:DOColor(Color.New(1,1,1,1),0.5):SetEase(Ease.Linear):OnStart(function() end):OnUpdate(function() --TODO:测试速度 + -- end):OnComplete(function () + -- end) + end):OnUpdate(function() --TODO:测试速度 + end):OnComplete(function () + + end) + Timer.New(function() + self.content1.gameObject:SetActive(true) + self.content2.gameObject:SetActive(true) + PlayUIAnim(self.getCardPanel) + end,0.2):Start() + + isSubPlayAnim = false + else + self.root.gameObject:SetActive(true) + end + self.parent.RemoveTrigger() self.qianghua:SetActive(true) self.UI_effect_RecruitPanel_particle:SetActive(false) self.Image2Text.text = string.format("%s神将碎片",PropertyType[index]) SetTextVerTial(self.Image2Text,Vector3.New(134.88,-5.9,0),"MiddleLeft") self.Image3.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[index].image3) - self.Image1.sprite = self.spLoader:LoadSprite(PropertyTypeImageBySiYuan[index].Image1) self.titleImageText.text = string.format("阵营召唤·%s",PropertyTypeImageBySiYuan[index].property) self.detailText1.text = string.format("必得%s神将碎片",PropertyType[index]) end @@ -144,6 +209,7 @@ function ElementDrawCardPanelNew:OnOpen(_Config,_index, parent) self.config = _Config self.parent = parent isPlayAnim = true + isSubPlayAnim = true end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) @@ -182,7 +248,12 @@ end --界面关闭时调用(用于子类重写) function ElementDrawCardPanelNew:OnClose() isPlayAnim = true + isSubPlayAnim = true self.gameObject:SetActive(false) + if self.liveNode then + poolManager:UnLoadLive(self.liveNode.name, self.liveNode) + self.liveNode = nil + end end --界面销毁时调用(用于子类重写) diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua index ac51007de5..ce70b94469 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/RecruitMainPanel.lua @@ -489,6 +489,9 @@ end --界面关闭时调用(用于子类重写) function RecruitMainPanel:OnClose() + for k,v in pairs(subViewList) do + v.sub:OnClose() + end --清除红点 this.select.transform:SetParent(this.tabbox.transform) if self.thread then