Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-11-10 18:35:53 +08:00
commit bdb08206df
6 changed files with 4627 additions and 4758 deletions

File diff suppressed because it is too large Load Diff

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@ -116,15 +116,14 @@ function DemonSlayerNewPanel:SetPlayer()
npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_FRONT)
end
local PlayerRoleConFig = ConfigManager.GetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride)
local offset = Vector3.New(0, 0, 0)
-- 获取向左时的偏移值
local PlayerRoleConFig = ConfigManager.TryGetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride)
if PlayerRoleConFig and PlayerRoleConFig.RideOffset and PlayerRoleConFig.RideOffset[3] then
local offset = Vector3.New(0, 0, 0)
offset.x = PlayerRoleConFig.RideOffset[3][1]
offset.y = PlayerRoleConFig.RideOffset[3][2]
npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11
end
npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11
else
image.enabled = true

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@ -17,34 +17,36 @@ local isBagPanel = false
function RewardItemSingleShowPopup:InitComponent()
this.spLoader = SpriteLoader.New()
this.itemName = Util.GetGameObject(self.transform, "bg/name"):GetComponent("Text")
this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
this.mask = Util.GetGameObject(self.transform, "mask")
this.itemPos = Util.GetGameObject(self.transform, "bgPanel/armor/itemPos")
this.topBar = Util.GetGameObject(self.transform, "bg/topBar")
this.itemPos = Util.GetGameObject(self.transform, "bg/topBar/armor/itemPos")
this.itemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemPos.transform)
this.pos = Util.GetGameObject(self.transform, "bgPanel/armor/pos")
this.pos = Util.GetGameObject(self.transform, "bg/topBar/armor/pos")
this.posBgImage = Util.GetGameObject(this.pos, "posBg"):GetComponent("Image")
this.posIcon = Util.GetGameObject(this.pos, "PosImage"):GetComponent("Image")
this.posText = Util.GetGameObject(this.pos, "PosText"):GetComponent("Text")
this.armorType = Util.GetGameObject(self.transform, "bgPanel/armor/info/armorType"):GetComponent("Text")
this.armorLanTuNum = Util.GetGameObject(self.transform, "armor/info/armorLanTuNum"):GetComponent("Text")
this.armorType = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorType"):GetComponent("Text")
this.armorLanTuNum = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorLanTuNum"):GetComponent("Text")
this.checkHero = Util.GetGameObject(self.transform, "bg/topBar/armor/info/checkHero")
this.checkHeroText = Util.GetGameObject(this.checkHero, "Text"):GetComponent("Text")
this.armorTitle = Util.GetGameObject(self.transform, "bgPanel/armor/info/armorTitle"):GetComponent("Text")
this.armorDesc = Util.GetGameObject(self.transform, "armor/info/armorDesc"):GetComponent("Text")
this.equipQuaText = Util.GetGameObject(self.transform, "bgPanel/armor/equipQuaText"):GetComponent("Text")
this.armorInfo = Util.GetGameObject(self.transform, "bgPanel/armorInfo")
this.armorInfoText = Util.GetGameObject(self.transform, "bgPanel/armorInfo/text"):GetComponent("Text")
this.scroll = Util.GetGameObject(self.transform, "bgPanel/scroll")
this.equipProGrid = Util.GetGameObject(self.transform, "bgPanel/scroll/grid")
this.equipProGridCom = Util.GetGameObject(self.transform, "bgPanel/scroll/grid"):GetComponent("VerticalLayoutGroup")
this.btnSure = Util.GetGameObject(self.transform, "bg/btnGrid/btnSure")
this.btnJump = Util.GetGameObject(self.transform, "bg/btnGrid/btnJump")
this.btnClose = Util.GetGameObject(self.transform, "bg/btnGrid/btnClose")
this.info = Util.GetGameObject(self.transform, "bg/topBar/armor/info")
this.itemName = Util.GetGameObject(this.info, "name"):GetComponent("Text")
this.armorTitle = Util.GetGameObject(this.info, "armorTitle"):GetComponent("Text")
this.armorDesc = Util.GetGameObject(this.info, "armorDesc"):GetComponent("Text")
this.equipQuaText = Util.GetGameObject(self.transform, "bg/topBar/armor/equipQuaText"):GetComponent("Text")
this.armorInfo = Util.GetGameObject(self.transform, "bg/topBar/armorInfo")
this.armorInfoText = Util.GetGameObject(self.transform, "bg/topBar/armorInfo"):GetComponent("Text")
this.scroll = Util.GetGameObject(self.transform, "bg/midBar/scroll")
this.equipProGrid = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid")
this.equipProGridCom = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid"):GetComponent("VerticalLayoutGroup")
this.btnSure = Util.GetGameObject(self.transform, "bg/bottomBar/btnSure")
this.btnJump = Util.GetGameObject(self.transform, "bg/bottomBar/btnJump")
this.btnClose = Util.GetGameObject(self.transform, "bg/bottomBar/btnClose")
this.btnSureText = Util.GetGameObject(this.btnSure.transform, "Text"):GetComponent("Text")
this.checkHero = Util.GetGameObject(self.transform, "bgPanel/armor/info/checkHero")
this.checkHeroText = Util.GetGameObject(this.checkHero, "Text"):GetComponent("Text")
end
--绑定事件(用于子类重写)
@ -302,6 +304,7 @@ function RewardItemSingleShowPopup:OnOpen(...)
end
function RewardItemSingleShowPopup:OnShow()
this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name))
this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemConfigData.Quantity)
--判断自选宝箱界面是否开启
local isBoxOpen = UIManager.IsOpen(314)
if isBagPanel and isBoxOpen then

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@ -65,6 +65,7 @@ function Practice:InitComponent()
self.pointList = {}
self.lineList = {}
self.effectUpgradeList = {}
self.effectPointsList = {}
self.mask = Util.GetGameObject(self.gameObject, "mask")
self.skillObj=Util.GetGameObject(self.gameObject, "SkillObj")
@ -264,6 +265,11 @@ function Practice:OnSortingOrderChange()
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1)
self.ManCanvas.sortingOrder = self.sortingOrder + 2
if self.effectPointsList then
for i = 1, #self.effectPointsList do
Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
end
end
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
@ -323,11 +329,11 @@ function Practice:RefreshPoints()
self.pointList[i]:SetActive(true)
self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img)
self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos
local loopEffect = Util.GetGameObject(self.pointList[i],"looping")
loopEffect:SetActive(data.State == 1)
self.effectPointsList[i] = Util.GetGameObject(self.pointList[i],"looping")
self.effectPointsList[i]:SetActive(data.State == 1)
self.effectUpgradeList[i] = Util.GetGameObject(self.pointList[i],"Fx_xiuxing_qiu_brust")
-- LogGreen("self.sortingOrder:"..tostring(self.sortingOrder))
Util.SetParticleSortLayer(loopEffect, self.sortingOrder+1)
Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
Util.SetParticleSortLayer(self.effectUpgradeList[i], self.sortingOrder+1)
-- self.effectUpgradeList[i]:SetActive(false)
Util.AddOnceClick(self.pointList[i],function ()

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@ -417,7 +417,9 @@ function SingleRecruitPanel:UpdataPanelData(_heroData)
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(GetResourcePath(heroStaticData.Live), testLiveGO, function ()
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
if SkeletonGraphic and not IsNull(SkeletonGraphic) then
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
end
end)
self.dragView:SetDragGO(testLiveGO)
SetHeroStars(this.spLoader, self.starGrid, _heroData.star,1,Vector2.New(52,52),-2,Vector2.New(0.5,0.5))