【优化】部分界面动画效果优化
parent
83fa0d7f85
commit
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@ -1833,7 +1777,6 @@ GameObject:
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m_Layer: 5
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m_Name: item
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m_TagString: Untagged
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@ -1940,61 +1883,6 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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Culture=neutral, PublicKeyToken=null
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--- !u!1 &1581757897287800
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GameObject:
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m_ObjectHideFlags: 0
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@ -68,10 +68,10 @@ function BagPanel:BindEvent()
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if this.isFristOpen == false then
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if i == sortIndex then
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sortIndex = 0
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this:OnClickAllBtn()
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this:OnClickAllBtn(true)
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else
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sortIndex = i
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
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end
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end
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end)
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@ -113,7 +113,7 @@ end
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function this.JumpOnClickTabBtn(_sortIndex)
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sortIndex = _sortIndex
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
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end
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function this:SetSelectBtn(_btn)
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if _btn then
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@ -130,7 +130,7 @@ function this:SetSelectBtn(_btn)
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end
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--点击全部按钮
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function this:OnClickAllBtn()
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function this:OnClickAllBtn(isTop)
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sortIndex = 0
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this:SetSelectBtn(tabs1[sortIndex])
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sortIndexBtnGo = tabs1[sortIndex]
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@ -145,7 +145,7 @@ function this:OnClickAllBtn()
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table.insert(itemData, v)
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end
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this:SetItemData(itemData)
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this:SetItemData(itemData, isTop)
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this.noneImage:SetActive(#itemData==0)
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end
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@ -153,7 +153,7 @@ function this.BagGoldChangeCallBackOnClickTabBtn()
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this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
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end
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function this.OnClickTabBtn(_index, _clickBtn)
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function this.OnClickTabBtn(_index, _clickBtn, isTop)
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sortIndexBtnGo = _clickBtn
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itemData = {}
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local itemNumText = this.itemNumText:GetComponent("Text")
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@ -166,20 +166,20 @@ function this.OnClickTabBtn(_index, _clickBtn)
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allEquipNum = allEquipNum + v.num
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end
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itemNumText.text = Language[10188]..allEquipNum.."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
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this:SetItemData(itemData)
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this:SetItemData(itemData, isTop)
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elseif _index == 0 then
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this:OnClickAllBtn()
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this:OnClickAllBtn(isTop)
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elseif (_index == ItemBaseType.SoulPrint) then
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itemData = BagManager.GetAllSoulPrintData()
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itemNumText.text = Language[10189]..#itemData.."/"..specialConfig[9].Value
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this:SetItemData(itemData, ItemBaseType.SoulPrint)
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this:SetItemData(itemData, isTop)
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elseif (_index == ItemBaseType.EquipTreasure) then
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itemData = EquipTreasureManager.GetAllTreasures()
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itemNumText.text = Language[10190]..LengthOfTable(itemData).."/"..specialConfig[10].Value
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this:SetItemData(itemData)
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this:SetItemData(itemData, isTop)
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else
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itemData = BagManager.GetBagItemDataByItemType(_index)
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this:SetItemData(itemData)
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this:SetItemData(itemData, isTop)
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end
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this.noneImage:SetActive(#itemData==0)
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end
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@ -187,12 +187,13 @@ end
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--当魂印升级消耗时刷新背包数据
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function this.OnRefreshSoulPanelBagData()
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itemData = SoulPrintManager.soulPrintData
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this:SetItemData(itemData, ItemBaseType.SoulPrint)
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this:SetItemData(itemData)
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end
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local orginLayer2 = 0
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--设置背包列表数据
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function this:SetItemData(_itemDatas)
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function this:SetItemData(_itemDatas, isTop)
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LogPink("IsTop = "..tostring(isTop))
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list={}
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this.ItemsSortData(_itemDatas)
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if not this.ScrollView then
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@ -203,27 +204,11 @@ function this:SetItemData(_itemDatas)
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this.ScrollView.moveTween.Strength = 2
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end
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this.ScrollView:SetData(_itemDatas, function(index, go)
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-- if this.isFristOpen then
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-- go.gameObject:SetActive(false)
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-- end
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--FHF 将原有 同步 数据更新 修改为现有的异步方式,
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-- local _updater=coroutine.start(function()
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-- coroutine.wait(0.05*index)
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-- Log("BagPanel SingleItemDataShow..")
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list,go)
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end
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-- end)
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-- this.SingleItemDataShow(go, _itemDatas[index])
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--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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-- table.insert(list,go)
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--FHF
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end)
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this.SingleItemDataShow(go, _itemDatas[index])
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if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
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table.insert(list, go)
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end
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end, not isTop)
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--特效层级重设
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for i=1,#list do
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Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
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@ -523,9 +508,9 @@ function BagPanel:OnShow()
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this.ScrollView:SetIndex(1)
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end
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if sortIndex > 0 then
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
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this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
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else
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this:OnClickAllBtn()
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this:OnClickAllBtn(true)
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end
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SoundManager.PlayMusic(SoundConfig.BGM_Main)
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BagManager.isBagPanel = true
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@ -78,6 +78,7 @@ function GMPanel:InitComponent()
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{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "一键很多钱", inputTip = {""}, callBack = this.GetMoney},
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{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成顶级魂灵宝", inputTip = {""}, callBack = this.Baowu},
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{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成顶级装备", inputTip = {""}, callBack = this.GetEquipe},
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{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成很多物品", inputTip = {""}, callBack = this.GetManyItems},
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{type = GMType.Function, subType = GMSubType.Func, inputNum = 1, args = "", btnTip = "跳转测试", inputTip = {"输入跳转ID"}, callBack = this.TestJump},
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{type = GMType.Function, subType = GMSubType.Server, inputNum = 1, args = "23#0#%s", btnTip = "获取", inputTip = {"天宫秘宝积分"}, callBack = nil},
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@ -161,6 +162,22 @@ function this.GetEquipe()
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NetManager.GMEvent(equipeList[i])
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end
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end
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-- 一键好多物品
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function this.GetManyItems()
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local ic = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local i = 0
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coroutine.start(function()
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for id, value in ConfigPairs(ic) do
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i = i + 1
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if i >= 100 then
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break
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end
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NetManager.GMEvent("1#"..id.."#1000000")
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coroutine.wait(0.01)
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end
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end)
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end
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-- 一键很多钱
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function this.GetMoney()
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local index = 1
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@ -53,11 +53,8 @@ function ContinuityRechargePage:RefreshPanel()
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self.conditionDesc.text = actRewardConfigs[1].Values[1][1]
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--Log("连续充值刷新"..ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge).value)
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for i, actRewardInfo in ipairs(actRewardConfigs) do
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if not self.continuityTaskList[i] then
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self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
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self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
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self.continuityTaskList[i].gameObject:SetActive(false)
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end
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self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
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self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
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-- if isPlayAnim then
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-- self.continuityTaskList[i].gameObject:SetActive(false)
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-- else
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@ -74,10 +71,10 @@ function ContinuityRechargePage:RefreshPanel()
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table.walk(self.continuityTaskList, function(continuityTaskItem)
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continuityTaskItem:TrySetLastSibling()
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end)
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if isPlayAnim then
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SecTorPlayAnim(self.continuityTaskList)
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isPlayAnim = false
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end
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-- if isPlayAnim then
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-- SecTorPlayAnim(self.continuityTaskList)
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-- isPlayAnim = false
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-- end
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end
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return ContinuityRechargePage
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@ -357,6 +357,7 @@ function this:SetShow(showIndex)
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self.isCanDrag = false
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for i=1, self.itemCount do
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-- local isNew = false
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for j=1, self.fixedCount do
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item = self.cellItemList[j][i]
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index = j+(i-1)*self.fixedCount
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@ -376,6 +377,8 @@ function this:SetShow(showIndex)
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item.go = go
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item.tran = tran
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-- coroutine.wait(0.01)
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-- isNew = true
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end
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if item.go then
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@ -388,8 +391,10 @@ function this:SetShow(showIndex)
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self.goItemList[index] = item.go
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end
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SetUpdate(self, dataIndex, item)
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coroutine.wait(0.03)
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end
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-- if not isNew then
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coroutine.wait(0.01)
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-- end
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end
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-- 加载完成可以拖动了
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self.isCanDrag = true
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