effect update
parent
ca080676df
commit
b6578e618e
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@ -222,6 +222,7 @@ function FightPointPassMainPanel:InitComponent()
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this.OpenSeverWelfareTimeText = Util.GetGameObject(this.OpenSeverWelfare, "time"):GetComponent("Text")
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this.OpenSeverWelfareInfoText = Util.GetGameObject(this.OpenSeverWelfare, "info"):GetComponent("Text")
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this.OpenSeverWelfareRed = Util.GetGameObject(this.OpenSeverWelfare, "redpot")
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this.UI_Effect_MuBiaoJiangLi = Util.GetGameObject(self.gameObject, "Bg/LeftUp/box/btnOpenSeverWelfare/UI_Effect_MuBiaoJiangLi")
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end
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--绑定事件(用于子类重写)
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@ -614,7 +615,7 @@ function FightPointPassMainPanel:OnSortingOrderChange()
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Util.AddParticleSortLayer(this.GuideJumpEffectGo, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.pgEffect, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.vipPrivilegeBtn, self.sortingOrder - orginLayer)
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Util.AddParticleSortLayer(this.UI_Effect_MuBiaoJiangLi, self.sortingOrder - orginLayer)
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fightMap:OnSortingOrderChange(self.sortingOrder)
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orginLayer = self.sortingOrder
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@ -284,9 +284,11 @@ function this.MissionBoxClick(btn,_singleData)
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this.rewardMaskBtn:SetActive(true)
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this.RewardPanel:SetActive(true)
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elseif _singleData.state == SingleDailyMissionState.Finish then
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Util.GetGameObject(btn, "UI_Effect_BaoXiang_KeKaiQi"):SetActive(false)
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Util.GetGameObject(btn, "UI_Effect_BaoXiang_KaiQi"):SetActive(true)
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Util.GetGameObject(btn, "UI_Effect_BaoXiang_KaiQi"):GetComponent("Animator").enabled = true
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Util.GetGameObject(btn, "UI_Effect_BaoXiang_KaiQi/MeiKaiQi"):SetActive(true)
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btn:GetComponent("Button").enabled = false
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this.timer = Timer.New(function()
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NetManager.TakeMissionRewardRequest(TaskTypeDef.DayTask,_singleData.missionId,function (msg)
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TaskManager.SetTypeTaskState(TaskTypeDef.DayTask, _singleData.missionId, SingleDailyMissionState.GetFinish)
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@ -295,7 +297,8 @@ function this.MissionBoxClick(btn,_singleData)
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end)
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this.timer:Stop()
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this.timer = nil
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end, 2, 1, true)
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btn:GetComponent("Button").enabled = true
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end, 1, 1, true)
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this.timer:Start()
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end
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end
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@ -11,7 +11,7 @@ function BtView:New(gameObject)
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setmetatable(b, { __index = BtView })
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return b
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end
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local originLayer = 0
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--初始化组件(用于子类重写)
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function this:InitComponent()
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--basicPart
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@ -229,8 +229,9 @@ function this:SetOrderStatus(context)
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end
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self.transform:GetComponent("Canvas").sortingOrder = context.sortOrder + 1
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for pt, selectInfo in pairs(self._BtnConfig) do
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Util.AddParticleSortLayer(Util.GetGameObject(selectInfo.node, "btnSelect/Effect_UI_ZhuCheng_xuanzhong"),context.sortOrder + 1)
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Util.AddParticleSortLayer(Util.GetGameObject(selectInfo.node, "btnSelect/Effect_UI_ZhuCheng_xuanzhong"),context.sortOrder + 1 - originLayer)
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end
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originLayer = context.sortOrder + 1
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end
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--设定选中
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