【优化】部分界面动画效果优化

dev_chengFeng
JieLing 2020-12-30 19:51:14 +08:00
parent 83fa0d7f85
commit af7e202ea9
5 changed files with 50 additions and 158 deletions

View File

@ -833,7 +833,6 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 224172487803996794}
- component: {fileID: 3407424664126843235}
m_Layer: 5
m_Name: shopItem
m_TagString: Untagged
@ -861,61 +860,6 @@ RectTransform:
m_AnchoredPosition: {x: -2133, y: 252}
m_SizeDelta: {x: 216, y: 410}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &3407424664126843235
MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1277509184846116}
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m_EditorHideFlags: 0
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m_Name:
m_EditorClassIdentifier:
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isPlayAudio: 1
isHaveCloseBtn: 0
isPlayOnOpen: 0
--- !u!1 &1306535499097282
GameObject:
m_ObjectHideFlags: 0
@ -1833,7 +1777,6 @@ GameObject:
- component: {fileID: 222189988231697376}
- component: {fileID: 114000446925773324}
- component: {fileID: 114324413233415862}
- component: {fileID: 2788680312689078415}
m_Layer: 5
m_Name: item
m_TagString: Untagged
@ -1940,61 +1883,6 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!114 &2788680312689078415
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isPlayAudio: 1
isHaveCloseBtn: 0
isPlayOnOpen: 1
--- !u!1 &1581757897287800
GameObject:
m_ObjectHideFlags: 0

View File

@ -68,10 +68,10 @@ function BagPanel:BindEvent()
if this.isFristOpen == false then
if i == sortIndex then
sortIndex = 0
this:OnClickAllBtn()
this:OnClickAllBtn(true)
else
sortIndex = i
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
end
end
end)
@ -113,7 +113,7 @@ end
function this.JumpOnClickTabBtn(_sortIndex)
sortIndex = _sortIndex
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
end
function this:SetSelectBtn(_btn)
if _btn then
@ -130,7 +130,7 @@ function this:SetSelectBtn(_btn)
end
--点击全部按钮
function this:OnClickAllBtn()
function this:OnClickAllBtn(isTop)
sortIndex = 0
this:SetSelectBtn(tabs1[sortIndex])
sortIndexBtnGo = tabs1[sortIndex]
@ -145,7 +145,7 @@ function this:OnClickAllBtn()
table.insert(itemData, v)
end
this:SetItemData(itemData)
this:SetItemData(itemData, isTop)
this.noneImage:SetActive(#itemData==0)
end
@ -153,7 +153,7 @@ function this.BagGoldChangeCallBackOnClickTabBtn()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo)
end
function this.OnClickTabBtn(_index, _clickBtn)
function this.OnClickTabBtn(_index, _clickBtn, isTop)
sortIndexBtnGo = _clickBtn
itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text")
@ -166,20 +166,20 @@ function this.OnClickTabBtn(_index, _clickBtn)
allEquipNum = allEquipNum + v.num
end
itemNumText.text = Language[10188]..allEquipNum.."/"..ConfigManager.GetConfigData(ConfigName.GameSetting,1).EquipNumlimit
this:SetItemData(itemData)
this:SetItemData(itemData, isTop)
elseif _index == 0 then
this:OnClickAllBtn()
this:OnClickAllBtn(isTop)
elseif (_index == ItemBaseType.SoulPrint) then
itemData = BagManager.GetAllSoulPrintData()
itemNumText.text = Language[10189]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, ItemBaseType.SoulPrint)
this:SetItemData(itemData, isTop)
elseif (_index == ItemBaseType.EquipTreasure) then
itemData = EquipTreasureManager.GetAllTreasures()
itemNumText.text = Language[10190]..LengthOfTable(itemData).."/"..specialConfig[10].Value
this:SetItemData(itemData)
this:SetItemData(itemData, isTop)
else
itemData = BagManager.GetBagItemDataByItemType(_index)
this:SetItemData(itemData)
this:SetItemData(itemData, isTop)
end
this.noneImage:SetActive(#itemData==0)
end
@ -187,12 +187,13 @@ end
--当魂印升级消耗时刷新背包数据
function this.OnRefreshSoulPanelBagData()
itemData = SoulPrintManager.soulPrintData
this:SetItemData(itemData, ItemBaseType.SoulPrint)
this:SetItemData(itemData)
end
local orginLayer2 = 0
--设置背包列表数据
function this:SetItemData(_itemDatas)
function this:SetItemData(_itemDatas, isTop)
LogPink("IsTop = "..tostring(isTop))
list={}
this.ItemsSortData(_itemDatas)
if not this.ScrollView then
@ -203,27 +204,11 @@ function this:SetItemData(_itemDatas)
this.ScrollView.moveTween.Strength = 2
end
this.ScrollView:SetData(_itemDatas, function(index, go)
-- if this.isFristOpen then
-- go.gameObject:SetActive(false)
-- end
--FHF 将原有 同步 数据更新 修改为现有的异步方式,
-- local _updater=coroutine.start(function()
-- coroutine.wait(0.05*index)
-- Log("BagPanel SingleItemDataShow..")
this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
table.insert(list,go)
end
-- end)
-- this.SingleItemDataShow(go, _itemDatas[index])
--if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
-- table.insert(list,go)
--FHF
end)
this.SingleItemDataShow(go, _itemDatas[index])
if _itemDatas[index].itemConfig.ItemType == ItemType.HunYin then
table.insert(list, go)
end
end, not isTop)
--特效层级重设
for i=1,#list do
Util.AddParticleSortLayer(list[i], this.sortingOrder- orginLayer2)
@ -523,9 +508,9 @@ function BagPanel:OnShow()
this.ScrollView:SetIndex(1)
end
if sortIndex > 0 then
this.OnClickTabBtn(sortIndex, tabs1[sortIndex])
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
else
this:OnClickAllBtn()
this:OnClickAllBtn(true)
end
SoundManager.PlayMusic(SoundConfig.BGM_Main)
BagManager.isBagPanel = true

View File

@ -78,6 +78,7 @@ function GMPanel:InitComponent()
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "一键很多钱", inputTip = {""}, callBack = this.GetMoney},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成顶级魂灵宝", inputTip = {""}, callBack = this.Baowu},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成顶级装备", inputTip = {""}, callBack = this.GetEquipe},
{type = GMType.Player, subType = GMSubType.Func, inputNum = 0, args = "", btnTip = "生成很多物品", inputTip = {""}, callBack = this.GetManyItems},
{type = GMType.Function, subType = GMSubType.Func, inputNum = 1, args = "", btnTip = "跳转测试", inputTip = {"输入跳转ID"}, callBack = this.TestJump},
{type = GMType.Function, subType = GMSubType.Server, inputNum = 1, args = "23#0#%s", btnTip = "获取", inputTip = {"天宫秘宝积分"}, callBack = nil},
@ -161,6 +162,22 @@ function this.GetEquipe()
NetManager.GMEvent(equipeList[i])
end
end
-- 一键好多物品
function this.GetManyItems()
local ic = ConfigManager.GetConfig(ConfigName.ItemConfig)
local i = 0
coroutine.start(function()
for id, value in ConfigPairs(ic) do
i = i + 1
if i >= 100 then
break
end
NetManager.GMEvent("1#"..id.."#1000000")
coroutine.wait(0.01)
end
end)
end
-- 一键很多钱
function this.GetMoney()
local index = 1

View File

@ -53,11 +53,8 @@ function ContinuityRechargePage:RefreshPanel()
self.conditionDesc.text = actRewardConfigs[1].Values[1][1]
--Log("连续充值刷新"..ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ContinuityRecharge).value)
for i, actRewardInfo in ipairs(actRewardConfigs) do
if not self.continuityTaskList[i] then
self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
self.continuityTaskList[i].gameObject:SetActive(false)
end
self.continuityTaskList[i] = ContinuityRechargeItem.create(self.continuityTaskItem, self.continuityTaskContent)
self.continuityTaskList[i]:Init(actRewardInfo,sortingOrder)
-- if isPlayAnim then
-- self.continuityTaskList[i].gameObject:SetActive(false)
-- else
@ -74,10 +71,10 @@ function ContinuityRechargePage:RefreshPanel()
table.walk(self.continuityTaskList, function(continuityTaskItem)
continuityTaskItem:TrySetLastSibling()
end)
if isPlayAnim then
SecTorPlayAnim(self.continuityTaskList)
isPlayAnim = false
end
-- if isPlayAnim then
-- SecTorPlayAnim(self.continuityTaskList)
-- isPlayAnim = false
-- end
end
return ContinuityRechargePage

View File

@ -357,6 +357,7 @@ function this:SetShow(showIndex)
self.isCanDrag = false
for i=1, self.itemCount do
-- local isNew = false
for j=1, self.fixedCount do
item = self.cellItemList[j][i]
index = j+(i-1)*self.fixedCount
@ -376,6 +377,8 @@ function this:SetShow(showIndex)
item.go = go
item.tran = tran
-- coroutine.wait(0.01)
-- isNew = true
end
if item.go then
@ -388,8 +391,10 @@ function this:SetShow(showIndex)
self.goItemList[index] = item.go
end
SetUpdate(self, dataIndex, item)
coroutine.wait(0.03)
end
-- if not isNew then
coroutine.wait(0.01)
-- end
end
-- 加载完成可以拖动了
self.isCanDrag = true