Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
bdb08206df
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Load Diff
File diff suppressed because it is too large
Load Diff
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@ -116,15 +116,14 @@ function DemonSlayerNewPanel:SetPlayer()
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npcList[i]:OnOpen(GetPlayerRoleSingleConFig().Scale11,Vector3.New(0,-102.73,0),WALK_DIR.IDLE_FRONT)
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end
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local PlayerRoleConFig = ConfigManager.GetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride)
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local offset = Vector3.New(0, 0, 0)
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-- 获取向左时的偏移值
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local PlayerRoleConFig = ConfigManager.TryGetConfigData(ConfigName.PlayerRole, curPlayerLiveViewData.ride)
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if PlayerRoleConFig and PlayerRoleConFig.RideOffset and PlayerRoleConFig.RideOffset[3] then
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local offset = Vector3.New(0, 0, 0)
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offset.x = PlayerRoleConFig.RideOffset[3][1]
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offset.y = PlayerRoleConFig.RideOffset[3][2]
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npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11
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end
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npcList[i].transform.localPosition = Vector3.New(0, 122, 0) - offset * GetPlayerRoleSingleConFig().Scale11
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else
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image.enabled = true
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@ -17,34 +17,36 @@ local isBagPanel = false
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function RewardItemSingleShowPopup:InitComponent()
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this.spLoader = SpriteLoader.New()
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this.itemName = Util.GetGameObject(self.transform, "bg/name"):GetComponent("Text")
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this.BtnBack = Util.GetGameObject(self.transform, "bg/btnBack")
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this.mask = Util.GetGameObject(self.transform, "mask")
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this.itemPos = Util.GetGameObject(self.transform, "bgPanel/armor/itemPos")
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this.topBar = Util.GetGameObject(self.transform, "bg/topBar")
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this.itemPos = Util.GetGameObject(self.transform, "bg/topBar/armor/itemPos")
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this.itemView = SubUIManager.Open(SubUIConfig.ItemView,this.itemPos.transform)
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this.pos = Util.GetGameObject(self.transform, "bgPanel/armor/pos")
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this.pos = Util.GetGameObject(self.transform, "bg/topBar/armor/pos")
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this.posBgImage = Util.GetGameObject(this.pos, "posBg"):GetComponent("Image")
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this.posIcon = Util.GetGameObject(this.pos, "PosImage"):GetComponent("Image")
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this.posText = Util.GetGameObject(this.pos, "PosText"):GetComponent("Text")
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this.armorType = Util.GetGameObject(self.transform, "bgPanel/armor/info/armorType"):GetComponent("Text")
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this.armorLanTuNum = Util.GetGameObject(self.transform, "armor/info/armorLanTuNum"):GetComponent("Text")
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this.armorType = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorType"):GetComponent("Text")
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this.armorLanTuNum = Util.GetGameObject(self.transform, "bg/topBar/armor/info/armorLanTuNum"):GetComponent("Text")
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this.checkHero = Util.GetGameObject(self.transform, "bg/topBar/armor/info/checkHero")
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this.checkHeroText = Util.GetGameObject(this.checkHero, "Text"):GetComponent("Text")
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this.armorTitle = Util.GetGameObject(self.transform, "bgPanel/armor/info/armorTitle"):GetComponent("Text")
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this.armorDesc = Util.GetGameObject(self.transform, "armor/info/armorDesc"):GetComponent("Text")
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this.equipQuaText = Util.GetGameObject(self.transform, "bgPanel/armor/equipQuaText"):GetComponent("Text")
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this.armorInfo = Util.GetGameObject(self.transform, "bgPanel/armorInfo")
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this.armorInfoText = Util.GetGameObject(self.transform, "bgPanel/armorInfo/text"):GetComponent("Text")
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this.scroll = Util.GetGameObject(self.transform, "bgPanel/scroll")
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this.equipProGrid = Util.GetGameObject(self.transform, "bgPanel/scroll/grid")
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this.equipProGridCom = Util.GetGameObject(self.transform, "bgPanel/scroll/grid"):GetComponent("VerticalLayoutGroup")
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this.btnSure = Util.GetGameObject(self.transform, "bg/btnGrid/btnSure")
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this.btnJump = Util.GetGameObject(self.transform, "bg/btnGrid/btnJump")
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this.btnClose = Util.GetGameObject(self.transform, "bg/btnGrid/btnClose")
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this.info = Util.GetGameObject(self.transform, "bg/topBar/armor/info")
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this.itemName = Util.GetGameObject(this.info, "name"):GetComponent("Text")
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this.armorTitle = Util.GetGameObject(this.info, "armorTitle"):GetComponent("Text")
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this.armorDesc = Util.GetGameObject(this.info, "armorDesc"):GetComponent("Text")
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this.equipQuaText = Util.GetGameObject(self.transform, "bg/topBar/armor/equipQuaText"):GetComponent("Text")
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this.armorInfo = Util.GetGameObject(self.transform, "bg/topBar/armorInfo")
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this.armorInfoText = Util.GetGameObject(self.transform, "bg/topBar/armorInfo"):GetComponent("Text")
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this.scroll = Util.GetGameObject(self.transform, "bg/midBar/scroll")
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this.equipProGrid = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid")
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this.equipProGridCom = Util.GetGameObject(self.transform, "bg/midBar/scroll/grid"):GetComponent("VerticalLayoutGroup")
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this.btnSure = Util.GetGameObject(self.transform, "bg/bottomBar/btnSure")
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this.btnJump = Util.GetGameObject(self.transform, "bg/bottomBar/btnJump")
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this.btnClose = Util.GetGameObject(self.transform, "bg/bottomBar/btnClose")
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this.btnSureText = Util.GetGameObject(this.btnSure.transform, "Text"):GetComponent("Text")
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this.checkHero = Util.GetGameObject(self.transform, "bgPanel/armor/info/checkHero")
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this.checkHeroText = Util.GetGameObject(this.checkHero, "Text"):GetComponent("Text")
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end
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--绑定事件(用于子类重写)
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@ -302,6 +304,7 @@ function RewardItemSingleShowPopup:OnOpen(...)
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end
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function RewardItemSingleShowPopup:OnShow()
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this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name))
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this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemConfigData.Quantity)
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--判断自选宝箱界面是否开启
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local isBoxOpen = UIManager.IsOpen(314)
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if isBagPanel and isBoxOpen then
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@ -65,6 +65,7 @@ function Practice:InitComponent()
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self.pointList = {}
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self.lineList = {}
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self.effectUpgradeList = {}
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self.effectPointsList = {}
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self.mask = Util.GetGameObject(self.gameObject, "mask")
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self.skillObj=Util.GetGameObject(self.gameObject, "SkillObj")
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@ -264,6 +265,11 @@ function Practice:OnSortingOrderChange()
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Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1)
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Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1)
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self.ManCanvas.sortingOrder = self.sortingOrder + 2
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if self.effectPointsList then
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for i = 1, #self.effectPointsList do
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Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
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end
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end
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-- 头像层级
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if self.playerInfoView then
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self.playerInfoView:SetLayer(self.sortingOrder)
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@ -323,11 +329,11 @@ function Practice:RefreshPoints()
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self.pointList[i]:SetActive(true)
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self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img)
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self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos
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local loopEffect = Util.GetGameObject(self.pointList[i],"looping")
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loopEffect:SetActive(data.State == 1)
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self.effectPointsList[i] = Util.GetGameObject(self.pointList[i],"looping")
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self.effectPointsList[i]:SetActive(data.State == 1)
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self.effectUpgradeList[i] = Util.GetGameObject(self.pointList[i],"Fx_xiuxing_qiu_brust")
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-- LogGreen("self.sortingOrder:"..tostring(self.sortingOrder))
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Util.SetParticleSortLayer(loopEffect, self.sortingOrder+1)
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Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
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Util.SetParticleSortLayer(self.effectUpgradeList[i], self.sortingOrder+1)
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-- self.effectUpgradeList[i]:SetActive(false)
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Util.AddOnceClick(self.pointList[i],function ()
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@ -417,7 +417,9 @@ function SingleRecruitPanel:UpdataPanelData(_heroData)
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(GetResourcePath(heroStaticData.Live), testLiveGO, function ()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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if SkeletonGraphic and not IsNull(SkeletonGraphic) then
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end
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end)
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self.dragView:SetDragGO(testLiveGO)
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SetHeroStars(this.spLoader, self.starGrid, _heroData.star,1,Vector2.New(52,52),-2,Vector2.New(0.5,0.5))
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