【山河筛选】添加职业呼吸效果
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0.000024796, y: 19.3}
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m_SizeDelta: {x: 140, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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m_RaycastTarget: 0
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 10913, guid: 0000000000000000f000000000000000, type: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &7982068128958866747
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GameObject:
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m_ObjectHideFlags: 0
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@ -61306,7 +61550,7 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 491038039515440220}
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m_RootOrder: 1
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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|
@ -61541,6 +61785,7 @@ RectTransform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1206530611340604427}
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- {fileID: 4260457389937001285}
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- {fileID: 4662057176946926245}
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- {fileID: 3314955268077813468}
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|
@ -61556,6 +61801,7 @@ RectTransform:
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- {fileID: 476036203437658873}
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- {fileID: 4198500793958213807}
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- {fileID: 6397020953744984877}
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- {fileID: 8562086335537258529}
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m_Father: {fileID: 9217646665226819579}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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|
@ -67577,7 +67823,7 @@ ParticleSystem:
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--- !u!199 &4745597043735720318
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ParticleSystemRenderer:
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serializedVersion: 6
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 2
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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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@ -68000,7 +68246,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68025,12 +68271,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68170,7 +68416,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68195,12 +68441,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68340,7 +68586,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68365,12 +68611,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68510,7 +68756,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68535,12 +68781,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68680,7 +68926,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68705,12 +68951,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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@ -68850,7 +69096,7 @@ PrefabInstance:
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propertyPath: m_IsActive
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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|
@ -68875,12 +69121,12 @@ PrefabInstance:
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propertyPath: m_AnchoredPosition.y
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value: -16.999998
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objectReference: {fileID: 0}
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031818794305969, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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objectReference: {fileID: 0}
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- target: {fileID: 2320031819195525549, guid: e356d5948e4971f499cfe38db3551f59,
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- target: {fileID: 2320031820207909310, guid: e356d5948e4971f499cfe38db3551f59,
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type: 3}
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propertyPath: m_AnchoredPosition.y
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value: 3.2600002
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|
|
|
@ -1252,6 +1252,8 @@ UIColor = {
|
|||
YELLOW = Color.New(232 / 255, 181 / 255, 70 / 255, 1),
|
||||
NOT_ENOUGH_RED = Color.New(198/255, 27/255, 33/255, 1),
|
||||
BTN_TEXT = Color.New(50/255, 50/255, 50/255, 1),
|
||||
PERPLE = Color.New(155/255, 20/255, 255/255, 1),
|
||||
BLUE = Color.New(20/255, 128/255, 255/255, 1),
|
||||
}
|
||||
UIColorStr = {
|
||||
RED = "#e25b58",
|
||||
|
|
|
@ -285,6 +285,13 @@ function this:OnShow()
|
|||
this.CheckCondition()
|
||||
end
|
||||
|
||||
-- update方法
|
||||
function this:Update()
|
||||
if this.opView.Update then
|
||||
this.opView.Update()
|
||||
end
|
||||
end
|
||||
|
||||
function this:OnClose()
|
||||
isPress = false
|
||||
tempPowerNum = 0
|
||||
|
@ -634,7 +641,14 @@ function this.SetRoleList(_roleDatas, isTop,isAni)
|
|||
|
||||
-- local curFormation = FormationManager.formationList[this.curFormationIndex]
|
||||
this.scrollView:SetData(_roleDatas, function(index, go)
|
||||
-- 基础显示
|
||||
this.SingleHeroDataShow(go, _roleDatas[index])
|
||||
-- 神将列表单个神将内容显示定制
|
||||
if this.opView.HeroItemAdapter then
|
||||
this.opView.HeroItemAdapter(go, _roleDatas[index])
|
||||
else
|
||||
Util.GetGameObject(go, "specialType"):SetActive(false)
|
||||
end
|
||||
end, not isTop,not isAni)
|
||||
end
|
||||
|
||||
|
@ -970,6 +984,7 @@ function this.SingleHeroDataShow(_go, _heroData)
|
|||
UIManager.OpenPanel(UIName.RoleInfoPopup, heroData)
|
||||
end
|
||||
end, 0.5)
|
||||
|
||||
end
|
||||
|
||||
--计算上阵空余位置 返回最小位置
|
||||
|
|
|
@ -8,6 +8,7 @@ this.IsNeedChangeFormation = false
|
|||
local hadClick = false
|
||||
--local GetCurNodeInfo
|
||||
this.nodeData = {}
|
||||
local _BreathList = {}
|
||||
local curFormationTypeDef
|
||||
--- 逻辑初始化
|
||||
function this.Init(root, _nodeData)
|
||||
|
@ -84,10 +85,10 @@ function this.InitView()
|
|||
this.Tips = Util.GetGameObject(this.root.fightlevelconditionBar,"Tips"):GetComponent("Text")
|
||||
this.Tips.gameObject:SetActive(false)
|
||||
|
||||
local condition = this.nodeData.config.ConditionValue or {}
|
||||
this.condition = this.nodeData.config.ConditionValue or {}
|
||||
|
||||
if this.nodeData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
|
||||
for i, v in pairs(condition) do
|
||||
for i, v in pairs(this.condition) do
|
||||
local conditionGo = this.conditionList[i]
|
||||
conditionGo:SetActive(true)
|
||||
local noStarImage = Util.GetGameObject(conditionGo, "star/noStarImage")
|
||||
|
@ -108,6 +109,8 @@ function this.InitView()
|
|||
this.Tips.gameObject:SetActive(true)
|
||||
this.Tips.text = HardStageBuff[this.nodeData.config.HardStageBuff] and HardStageBuff[this.nodeData.config.HardStageBuff].Describe or ""
|
||||
end
|
||||
|
||||
_BreathList = {}
|
||||
end
|
||||
|
||||
-- 开始战斗
|
||||
|
@ -158,4 +161,178 @@ function this.HeroUpDownCheck(params, checkFail, CheckSuccess)
|
|||
end
|
||||
|
||||
|
||||
local _showConfig = {
|
||||
[1] = {text="眩晕", color=UIColor.YELLOW},
|
||||
[2] = {text="沉默", color=UIColor.BLUE},
|
||||
[3] = {text="麻痹", color=UIColor.GRAY},
|
||||
[4] = {text="灼烧", color=UIColor.RED},
|
||||
[5] = {text="中毒", color=UIColor.PERPLE},
|
||||
[6] = {text="追击", color=UIColor.WRITE},
|
||||
[7] = {text="恢复", color=UIColor.GREEN},
|
||||
}
|
||||
local function loopFadeText(txt, highlight, data, index)
|
||||
Log("loopFadeText")
|
||||
index = index + 1
|
||||
if not data[index] then
|
||||
loopFadeText(txt, highlight, data, index % #data)
|
||||
return
|
||||
end
|
||||
local con = _showConfig[data[index]]
|
||||
if not con then
|
||||
loopFadeText(txt, highlight, data, index % #data)
|
||||
return
|
||||
end
|
||||
txt.text = con.text
|
||||
txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
|
||||
highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
|
||||
highlight:DOFade(1, 1)
|
||||
txt:DOFade(1, 1):OnComplete(function()
|
||||
highlight:DOFade(0, 1)
|
||||
txt:DOFade(0, 1):OnComplete(function()
|
||||
loopFadeText(txt, highlight, data, index % #data)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
-- 添加到呼吸显示
|
||||
function this.AddBreath(render, callBack)
|
||||
_BreathList[render] = callBack or function()end
|
||||
-- 先调用一次
|
||||
if callBack then
|
||||
callBack()
|
||||
end
|
||||
end
|
||||
function this.RemoveBreath(render)
|
||||
_BreathList[render] = nil
|
||||
end
|
||||
|
||||
--
|
||||
local _dr = 1
|
||||
local _a = 0
|
||||
function this.Update()
|
||||
if _dr == 1 and _a < 1 then
|
||||
_a = _a + 0.02
|
||||
if _a >= 1 then
|
||||
_a = 1
|
||||
_dr = 0
|
||||
end
|
||||
elseif _dr == 0 and _a > 0 then
|
||||
_a = _a - 0.02
|
||||
if _a <= 0 then
|
||||
_a = 0
|
||||
_dr = 1
|
||||
end
|
||||
end
|
||||
|
||||
--
|
||||
for render, call in pairs(_BreathList) do
|
||||
render.color = Color.New(render.color.r, render.color.g, render.color.b, _a)
|
||||
if _a == 0 and call then
|
||||
call()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--
|
||||
function this.HeroItemAdapter(_go, _heroData)
|
||||
local showList = {}
|
||||
for i, v in pairs(this.condition) do
|
||||
local cc = HardStageCondition[v]
|
||||
if cc then
|
||||
local ct = cc.ConditionValue[1]
|
||||
local v = cc.ConditionValue[2]
|
||||
if cc.ConditionType == 12 then
|
||||
-- 斩杀
|
||||
elseif cc.ConditionType == 13 then
|
||||
-- 控制
|
||||
if ct == 0 then-- 所有控制
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕
|
||||
showList[1] = 1
|
||||
end
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默
|
||||
showList[2] = 1
|
||||
end
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹
|
||||
showList[3] = 1
|
||||
end
|
||||
elseif ct == 1 then-- 眩晕
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 1) then-- 眩晕
|
||||
showList[1] = 1
|
||||
end
|
||||
elseif ct == 2 then-- 沉默
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 2) then-- 沉默
|
||||
showList[2] = 1
|
||||
end
|
||||
elseif ct == 7 then-- 麻痹
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 3) then-- 麻痹
|
||||
showList[3] = 1
|
||||
end
|
||||
end
|
||||
elseif cc.ConditionType == 14 then
|
||||
-- 持续伤害
|
||||
if ct == 0 then-- 所有持续伤害
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧
|
||||
showList[4] = 1
|
||||
end
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒
|
||||
showList[5] = 1
|
||||
end
|
||||
elseif ct == 1 then-- 灼烧
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 4) then-- 灼烧
|
||||
showList[4] = 1
|
||||
end
|
||||
elseif ct == 2 then-- 中毒
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 5) then-- 中毒
|
||||
showList[5] = 1
|
||||
end
|
||||
end
|
||||
elseif cc.ConditionType == 15 then
|
||||
-- 追击
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 6) then-- 追击
|
||||
showList[6] = 1
|
||||
end
|
||||
elseif cc.ConditionType == 16 then
|
||||
-- 恢复
|
||||
if table.indexof(_heroData.heroConfig.Orientation, 7) then-- 恢复
|
||||
showList[7] = 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local loopList = {}
|
||||
for k, v in pairs(showList) do
|
||||
table.insert(loopList, k)
|
||||
end
|
||||
local spType = Util.GetGameObject(_go, "specialType")
|
||||
local highlight = Util.GetGameObject(_go, "highlight"):GetComponent("Image")
|
||||
local txt = Util.GetGameObject(spType, "Text"):GetComponent("Text")
|
||||
if #loopList > 0 then
|
||||
-- 排序
|
||||
table.sort(loopList, function(a, b)
|
||||
return a < b
|
||||
end)
|
||||
--
|
||||
spType:SetActive(true)
|
||||
highlight.gameObject:SetActive(true)
|
||||
local index = 0
|
||||
this.AddBreath(highlight)
|
||||
this.AddBreath(txt, function()
|
||||
index = index % #loopList + 1
|
||||
local con = _showConfig[loopList[index]]
|
||||
if con then
|
||||
txt.text = con.text
|
||||
txt.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
|
||||
highlight.color = Color.New(con.color.r, con.color.g, con.color.b, 0)
|
||||
end
|
||||
end)
|
||||
-- loopFadeText(txt, highlight:GetComponent("Image"), loopList, 0)
|
||||
else
|
||||
spType:SetActive(false)
|
||||
highlight.gameObject:SetActive(false)
|
||||
this.RemoveBreath(highlight)
|
||||
this.RemoveBreath(txt)
|
||||
end
|
||||
end
|
||||
|
||||
return this
|
Loading…
Reference in New Issue