Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
b49fcce742
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buildTarget: iPhone
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spritePackingTag: baibaoshanghuiAtlas
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@ -6198,7 +6198,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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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_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 77.18, y: 116.99999}
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m_AnchoredPosition: {x: 83, y: 116.99999}
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m_SizeDelta: {x: 33.55, y: 263.8}
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m_SizeDelta: {x: 33.55, y: 263.8}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3946196506950791481
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--- !u!222 &3946196506950791481
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@ -340,7 +340,9 @@ end
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function PlayerView:OnSkillPlay()
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function PlayerView:OnSkillPlay()
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if not self.GameObject then
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return
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end
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local battleSorting = BattleManager.GetBattleSorting()
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local battleSorting = BattleManager.GetBattleSorting()
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self:ChangeCardSorting(battleSorting + 20)
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self:ChangeCardSorting(battleSorting + 20)
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-- 立绘缩小
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-- 立绘缩小
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@ -361,6 +363,9 @@ function PlayerView:OnSkillPlay()
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end
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end
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function PlayerView:OnSkillEnd()
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function PlayerView:OnSkillEnd()
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if not self.GameObject then
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return
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end
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local battleSorting = BattleManager.GetBattleSorting()
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local battleSorting = BattleManager.GetBattleSorting()
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self:ChangeCardSorting(battleSorting + self.role.position)
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self:ChangeCardSorting(battleSorting + self.role.position)
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self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
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self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
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@ -37,7 +37,7 @@ function this.Show()
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end
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end
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_itemsList[index]:SetActive(true)
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_itemsList[index]:SetActive(true)
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local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",tonumber(answerId))
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local data = ConfigManager.GetConfigDataByKey(ConfigName.HeroConfig,"Id",tonumber(answerId))
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Util.GetGameObject(_itemsList[index], "icon"):GetComponent("Image").sprite = self.context.spLoader:LoadSprite(GetResourcePath(data.Icon))
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Util.GetGameObject(_itemsList[index], "icon"):GetComponent("Image").sprite = this.context.spLoader:LoadSprite(GetResourcePath(data.Icon))
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Util.GetGameObject(_itemsList[index], "name/name"):GetComponent("Text").text = GetLanguageStrById(data.ReadingName)
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Util.GetGameObject(_itemsList[index], "name/name"):GetComponent("Text").text = GetLanguageStrById(data.ReadingName)
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Util.AddOnceClick(Util.GetGameObject(_itemsList[index], "btnAns"), function()
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Util.AddOnceClick(Util.GetGameObject(_itemsList[index], "btnAns"), function()
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this.ChooseAnswer(index)
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this.ChooseAnswer(index)
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@ -40,9 +40,9 @@ function this.Show()
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this.ChooseAnswer(index)
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this.ChooseAnswer(index)
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end)
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end)
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kuang:SetActive(false)
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kuang:SetActive(false)
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Num.sprite = self.context.spLoader:LoadSprite("r_gonghui_pipeiwenhao")
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Num.sprite = this.context.spLoader:LoadSprite("r_gonghui_pipeiwenhao")
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else
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else
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Num.sprite = self.context.spLoader:LoadSprite("r_fxgz_shuzi_"..tonumber(num))
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Num.sprite = this.context.spLoader:LoadSprite("r_fxgz_shuzi_"..tonumber(num))
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end
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end
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end
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end
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end
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end
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@ -41,13 +41,13 @@ function this.Show()
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local ItemId = this.TrialGameConfig[this.list[index]].RewardID
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local ItemId = this.TrialGameConfig[this.list[index]].RewardID
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local reward = Util.GetGameObject(item,"reward"):GetComponent("Image")
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local reward = Util.GetGameObject(item,"reward"):GetComponent("Image")
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local Name = this.ArtConfig[this.ItemConfig[ItemId].ResourceID].Name--(Index->奖励id->itemID->资源名字)
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local Name = this.ArtConfig[this.ItemConfig[ItemId].ResourceID].Name--(Index->奖励id->itemID->资源名字)
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reward.sprite = self.context.spLoader:LoadSprite(Name)
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reward.sprite = this.context.spLoader:LoadSprite(Name)
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local Num = Util.GetGameObject(item,"Num"):GetComponent("Text")
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local Num = Util.GetGameObject(item,"Num"):GetComponent("Text")
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Num.text =this.TrialGameConfig[this.list[index]].Max
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Num.text =this.TrialGameConfig[this.list[index]].Max
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local piece = Util.GetGameObject(item,"piece"):GetComponent("Image")
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local piece = Util.GetGameObject(item,"piece"):GetComponent("Image")
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if this.ItemConfig[ItemId].ItemType == 22 then
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if this.ItemConfig[ItemId].ItemType == 22 then
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piece.gameObject:SetActive(true)
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piece.gameObject:SetActive(true)
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piece.sprite = self.context.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(this.ItemConfig[ItemId].Quantity))
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piece.sprite = this.context.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(this.ItemConfig[ItemId].Quantity))
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else
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else
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piece.gameObject:SetActive(false)
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piece.gameObject:SetActive(false)
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||||||
end
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end
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||||||
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@ -12,6 +12,7 @@ this.timer = Timer.New()
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function this:InitComponent(gameObject)
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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this.backBtn=Util.GetGameObject(gameObject,"bg/backBtn")
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this.backBtn=Util.GetGameObject(gameObject,"bg/backBtn")
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this.backBtn:SetActive(true)
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this.Root=Util.GetGameObject(gameObject,"Root")
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this.Root=Util.GetGameObject(gameObject,"Root")
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this.proPre=Util.GetGameObject(gameObject,"proPre")
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this.proPre=Util.GetGameObject(gameObject,"proPre")
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this.shengxingIma=Util.GetGameObject(gameObject,"bg/shengxing"):GetComponent("Image")
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this.shengxingIma=Util.GetGameObject(gameObject,"bg/shengxing"):GetComponent("Image")
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||||||
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@ -21,6 +22,10 @@ end
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function this:BindEvent()
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function this:BindEvent()
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Util.AddClick(this.backBtn,function()
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Util.AddClick(this.backBtn,function()
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parent:ClosePanel()
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parent:ClosePanel()
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||||||
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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end)
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end)
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||||||
end
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end
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||||||
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||||||
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Loading…
Reference in New Issue