【新将来袭、降妖夺宝】增加按钮特效

dev_chengFeng
ZhangBiao 2021-07-30 16:22:59 +08:00
parent f5584b0fbe
commit a40ccb1510
4 changed files with 833 additions and 279 deletions

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View File

@ -43,7 +43,7 @@ function XiangYaoDuoBao:InitComponent()
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
self.detailBtn = Util.GetGameObject(self.gameObject,"rightUp/detailBtn")
self.xianshishangshiBtn = Util.GetGameObject(self.gameObject,"rightUp/xianshishangshiBtn")
self.xianshishangshiBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_xianshishangshi_zh")
self.xxssEffect = Util.GetGameObject(self.xianshishangshiBtn,"Fx_Circle 1")
self.btn = Util.GetGameObject(self.gameObject,"Btn")
self.upper=Util.GetGameObject(self.gameObject,"time/times"):GetComponent("Text") ---召唤上限
@ -102,6 +102,7 @@ function XiangYaoDuoBao:OnShow(_sortingOrder)
self.sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.effect1,self.sortingOrder + 1)
Util.AddParticleSortLayer(self.effect2,self.sortingOrder + 1)
Util.SetParticleSortLayer(self.xxssEffect, self.sortingOrder + 1)
self.gameObject:SetActive(true)
self.actId = self.actConfig.ActId

View File

@ -15,8 +15,8 @@ function XinJiangLaiXi:InitComponent()
self.money = Util.GetGameObject(self.gameObject, "money/times"):GetComponent("Text")
self.fightBtn = Util.GetGameObject(self.gameObject, "layout/fightBtn")
self.storeBtn = Util.GetGameObject(self.gameObject, "btnGroups/storeBtn")
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"btnGroups/zhenqibaogeBtn")
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"btnGroups/zqbg")
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1")
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
self.scrollItem = Util.GetGameObject(self.gameObject, "layout/scroller/grid")
@ -112,6 +112,7 @@ 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)
function XinJiangLaiXi:OnShow(_sortingOrder)
self.sortingOrder = _sortingOrder
Util.SetParticleSortLayer(self.zqbgEffect, self.sortingOrder + 1)
self.gameObject:SetActive(true)
self.actId = self.actConfig.ActId
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType