diff --git a/Assets/ManagedResources/Prefabs/UI/UIRoot/UIRoot.prefab b/Assets/ManagedResources/Prefabs/UI/UIRoot/UIRoot.prefab index d7bb3637e1..6187e1fcd3 100644 --- a/Assets/ManagedResources/Prefabs/UI/UIRoot/UIRoot.prefab +++ b/Assets/ManagedResources/Prefabs/UI/UIRoot/UIRoot.prefab @@ -157,7 +157,7 @@ MonoBehaviour: m_ScaleFactor: 1 m_ReferenceResolution: {x: 1080, y: 1920} m_ScreenMatchMode: 0 - m_MatchWidthOrHeight: 1 + m_MatchWidthOrHeight: 0.5 m_PhysicalUnit: 3 m_FallbackScreenDPI: 96 m_DefaultSpriteDPI: 96 diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index 9e77053574..927b4177bc 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -1422,9 +1422,8 @@ end function SetObjPosByUV(pos) local u, v = Map_Pos2UV(pos) local v2 = RectTransformUtility.WorldToScreenPoint(TileMapView.GetCamera(), TileMapView.GetLiveTilePos(u, v)) - v2 = v2 / math.min(Screen.width/1080, Screen.height/1920) - v2.x = v2.x - (Screen.width - UIManager.width) / 2 - v2.y = v2.y - (Screen.height - UIManager.height) / 2 + v2.x = (v2.x)/Screen.width*UIManager.UIWidth - UIManager.Offset.Left + v2.y = (v2.y)/Screen.height*UIManager.UIHeight - UIManager.Offset.Bottom return v2 end diff --git a/Assets/ManagedResources/~Lua/Framework/Framework.lua b/Assets/ManagedResources/~Lua/Framework/Framework.lua index 64ff342094..a5b4e5de58 100644 --- a/Assets/ManagedResources/~Lua/Framework/Framework.lua +++ b/Assets/ManagedResources/~Lua/Framework/Framework.lua @@ -7,6 +7,7 @@ require "Framework/Manager/UIManager" require "Framework/Manager/PoolManager" require "Framework/Manager/SoundManager" require "Framework/Manager/CardRendererManager" +require "Framework/Manager/RoleRenderManager" require "Data/UIData" require "Data/SoundData" require "Data/ConfigData" @@ -48,12 +49,21 @@ local update = function() clickEffect.transform.localScale = Vector3.one clickEffect.transform.localPosition = Vector3.zero - local ft = UIManager.width/UIManager.height - local rw = ft * 1920 + -- local ft = UIManager.width/UIManager.height + -- local rw = ft * 1920 + + Log(UIManager.UIWidth.."|"..UIManager.UIHeight) + Log(UIManager.width.."|"..UIManager.height) + Log(Input.mousePosition.x.."|"..Input.mousePosition.y) + local wf = UIManager.UIWidth/1080 + local hf = UIManager.UIHeight/1920 + + local v3 = Input.mousePosition - effectPos - v3 = Vector3.New(v3.x / UIManager.width * rw, v3.y / UIManager.height * 1920, v3.z) + + v3 = Vector3.New(v3.x / UIManager.width * UIManager.UIWidth, v3.y / UIManager.height * UIManager.UIHeight, v3.z) clickEffect:GetComponent("RectTransform").anchoredPosition = v3 clickEffect:SetActive(true) diff --git a/Assets/ManagedResources/~Lua/Framework/Manager/UIManager.lua b/Assets/ManagedResources/~Lua/Framework/Manager/UIManager.lua index 3a9353ed52..8104524135 100644 --- a/Assets/ManagedResources/~Lua/Framework/Manager/UIManager.lua +++ b/Assets/ManagedResources/~Lua/Framework/Manager/UIManager.lua @@ -71,6 +71,8 @@ function UIManager.Initialize() this.Adapter() this.InitCommonPanels() UpdateBeat:Add(update, this) + + RoleRenderManager.Init() end function UIManager.InitCommonPanels() @@ -108,6 +110,17 @@ function UIManager.Adapter() -- 屏幕大小 UIManager.width = Screen.width UIManager.height = Screen.height + + -- 计算比例因子 比例因子 = 10^((lg(屏幕宽/开发宽)+lg(屏幕高/开发高)/2)) + local log = math.log( Screen.width / 1080, 10) + math.log(Screen.height / 1920, 10) + local avg = log/2 + local ft = math.pow(10, avg) + -- 实际分辨率 = 屏幕分辨率 / 比例因子 + UIManager.UIHeight = Screen.height / ft + UIManager.UIWidth = Screen.width / ft + + + -- 计算屏幕比例的比值,用于部分界面进行屏幕适配的缩放 UIManager.adapterScale = (1920/1080)/(Screen.height / Screen.width) -- ui实际大小 @@ -143,6 +156,9 @@ function UIManager.Adapter() local w = 1920 / Screen.height * Screen.width local f = (w-1080) / 2 + UIManager.Offset.Left = f + UIManager.Offset.Right = f + local rectTransform = this.uiNode.gameObject:GetComponent("RectTransform") rectTransform.offsetMin = Vector2.New(rectTransform.offsetMin.x + f, rectTransform.offsetMin.y) rectTransform.offsetMax = Vector2.New(rectTransform.offsetMax.x - f, rectTransform.offsetMax.y) @@ -165,14 +181,9 @@ function UIManager.Adapter() rectTransform.offsetMax = Vector2.New(0, 0) rectTransform.sizeDelta = Vector2.New(f*2, 0) - UIManager.width = Screen.width - f*2 - UIManager.height = Screen.height else this.screenMask1:SetActive(false) this.screenMask2:SetActive(false) - - UIManager.height = Screen.height - UIManager.width = Screen.width end -- local n = Screen.height / Screen.width -- if n > standard then diff --git a/Assets/ManagedResources/~Lua/Logic/Network.lua b/Assets/ManagedResources/~Lua/Logic/Network.lua index a9d6fc5759..819f5dd80e 100644 --- a/Assets/ManagedResources/~Lua/Logic/Network.lua +++ b/Assets/ManagedResources/~Lua/Logic/Network.lua @@ -234,7 +234,6 @@ end -- 设置发送状态 function Network:SetSending(isSending) - -- Log("设置当前请求状态:"..tostring(isSending)) self.sendFlag = isSending end function Network:IsSending() @@ -275,7 +274,6 @@ function Network:Update() MsgPanel.ShowTwo("请求失败,请再次尝试!", function() Game.Logout() end, function() - Log("获取当前请求状态:"..tostring(self:IsSending())) -- if self:IsSending() then self:SetSending(false) self.resendTimes = 0 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 5f6681346d..aabe0ae621 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1990,7 +1990,6 @@ local passivityList = { local i1 = args[1] -- 释放技能后 local onRoleHit = function(target) - -- LogError("target "..target.roleId .. " ".. target.star) if target:IsDead() and BattleUtil.CheckIsNoDead(target) then for i = 1, i1 do role:AddSkill(BattleSkillType.Normal, false, true, nil) @@ -3061,7 +3060,6 @@ local passivityList = { if controlList then num=num+ #controlList end - LogError("异常效果的数量为:".. num) if num>0 and damagingFunc then local dd = BattleUtil.CountValue(damage, f1 * num, CountTypeName.AddPencent) - damage damagingFunc(-floor(BattleUtil.ErrorCorrection(dd))) @@ -4739,7 +4737,6 @@ local passivityList = { if skill and skill.type == BattleSkillType.Special then BattleUtil.RandomAction(f1, function() BattleLogic.WaitForTrigger(0.1, function() - LogError("技能触发再次释放技能"..f2) role:InsertExtraSkill(f2,f3) end) end) @@ -4759,7 +4756,6 @@ local passivityList = { --加一个延时操作,防止有的英雄有死亡后再释放一次技能的被动 by:王振兴 BattleLogic.WaitForTrigger(1, function() role:InsertExtraSkill(f1,f2) - LogError("击杀触发再次释放技能") end) end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogManager.lua index 412fca66ff..9ae6279c52 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogManager.lua @@ -1,6 +1,6 @@ BattleLogManager = {} local this = BattleLogManager -local isLog = false +local isLog = true local function pairsByKeys(t) local a = {} diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua index 51e0d4fb65..ec4f6fa5cd 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua @@ -52,7 +52,6 @@ function this.CheckTurnRound() -- 没有技能释放的时候才轮转 if this.TurnRoundFunc then BattleLogic.WaitForTrigger(0.3, function() - LogBlue(Language[10239]) this.TurnRoundFunc() this.TurnRoundFunc = nil end)