神兵功能优化
parent
ab3484709d
commit
c8184bbca4
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5467604092506894617}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 3736121473185287106}
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m_RootOrder: 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_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 199.6}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5520116767769367751
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5467604092506894617}
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m_CullTransparentMesh: 0
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--- !u!114 &8850679646819396949
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5467604092506894617}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e459a084d8e15a240b58db751097122b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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--- !u!114 &7410755974000627579
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5467604092506894617}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 1392445389, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Navigation:
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m_Mode: 3
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m_SelectOnUp: {fileID: 0}
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m_SelectOnDown: {fileID: 0}
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m_SelectOnLeft: {fileID: 0}
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m_SelectOnRight: {fileID: 0}
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m_Transition: 1
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m_Colors:
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m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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m_HighlightedSprite: {fileID: 0}
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m_PressedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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m_AnimationTriggers:
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m_NormalTrigger: Normal
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m_HighlightedTrigger: Highlighted
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m_PressedTrigger: Pressed
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_TargetGraphic: {fileID: 8850679646819396949}
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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Culture=neutral, PublicKeyToken=null
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--- !u!1 &5499090880538669778
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GameObject:
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m_ObjectHideFlags: 0
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@ -6309,9 +6677,9 @@ RectTransform:
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m_Father: {fileID: 3564466436464413829}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 435, y: -344}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 870, y: 2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8182022727084079425
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|
|
@ -6464,7 +6832,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
|
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m_AnchorMax: {x: 0, y: 1}
|
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m_AnchoredPosition: {x: 0, y: 0.000026664866}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 1}
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--- !u!222 &3992972364876945023
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|
|
@ -9276,7 +9644,7 @@ RectTransform:
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m_Children:
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- {fileID: 6140365952946721514}
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m_Father: {fileID: 4861493823762066456}
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m_RootOrder: 2
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m_RootOrder: 4
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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_AnchorMax: {x: 0.5, y: 0.5}
|
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|
|
|
|||
|
|
@ -5,6 +5,8 @@ local godwData
|
|||
--初始化组件(用于子类重写)
|
||||
function this:InitComponent()
|
||||
this.btnBack = Util.GetGameObject(self.gameObject, "btnBack")
|
||||
this.leftBtn = Util.GetGameObject(self.gameObject, "leftBtn/btn")
|
||||
this.rightBtn = Util.GetGameObject(self.gameObject, "rightBtn/btn")
|
||||
this.spLoader = SpriteLoader.New()
|
||||
this.icon= Util.GetGameObject(self.gameObject, "iconBg/icon"):GetComponent("Image")
|
||||
this.nameText=Util.GetGameObject(self.gameObject, "nameInfo/nameText"):GetComponent("Text")
|
||||
|
|
@ -24,6 +26,38 @@ function this:BindEvent()
|
|||
Util.AddClick(this.btnBack, function()
|
||||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddClick(this.leftBtn, function()
|
||||
local posIndex= 1
|
||||
local allTeam= GodWeaponManager.GetAllTeamWeapon()
|
||||
local posList=GodWeaponManager.GetAllTeamWeaponPos()
|
||||
for i = 1, #posList do
|
||||
if godwData.point==posList[i] then
|
||||
posIndex=i
|
||||
end
|
||||
end
|
||||
posIndex=posIndex-1
|
||||
if posIndex<=0 then
|
||||
posIndex=#posList
|
||||
end
|
||||
local _data= allTeam[posList[posIndex]]
|
||||
this.UpdateWin(_data)
|
||||
end)
|
||||
Util.AddClick(this.rightBtn, function()
|
||||
local posIndex= 1
|
||||
local allTeam= GodWeaponManager.GetAllTeamWeapon()
|
||||
local posList=GodWeaponManager.GetAllTeamWeaponPos()
|
||||
for i = 1, #posList do
|
||||
if godwData.point==posList[i] then
|
||||
posIndex=i
|
||||
end
|
||||
end
|
||||
posIndex=posIndex+1
|
||||
if posIndex>#posList then
|
||||
posIndex=1
|
||||
end
|
||||
local _data= allTeam[posList[posIndex]]
|
||||
this.UpdateWin(_data)
|
||||
end)
|
||||
Util.AddClick(this.upLvBtn, function()
|
||||
UIManager.OpenPanel(UIName.GodWeaponUpPanel,1,godwData)
|
||||
end)
|
||||
|
|
@ -47,7 +81,6 @@ function this:BindEvent()
|
|||
Util.AddClick(this.changeBtn, function()
|
||||
UIManager.OpenPanel(UIName.GodWeaponListPanel,1,godwData,godwData.point)
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
|
@ -62,12 +95,12 @@ end
|
|||
|
||||
--界面打开时调用(用于子类重写)
|
||||
function this:OnOpen(_data)
|
||||
this.unloadBtn.gameObject:SetActive(true)
|
||||
this.changeBtn.gameObject:SetActive(true)
|
||||
this.UpdateWin(_data)
|
||||
end
|
||||
|
||||
function this.UpdateWin(_data)
|
||||
this.unloadBtn.gameObject:SetActive(true)
|
||||
this.changeBtn.gameObject:SetActive(true)
|
||||
godwData=_data
|
||||
local upLvRed = GodWeaponManager.CheckUpLvRedPoint(godwData)
|
||||
this.upLvBtnRedPoint:SetActive(upLvRed)
|
||||
|
|
@ -123,9 +156,10 @@ function this.UpdateWin(_data)
|
|||
end
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(this.skillGrid.transform)
|
||||
end
|
||||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function this:OnShow()
|
||||
|
||||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function this.GetNextPos()
|
||||
local pos=godwData.point+1
|
||||
end
|
||||
|
||||
function this:OnSortingOrderChange()
|
||||
|
|
|
|||
|
|
@ -91,6 +91,15 @@ function this.GetAllTeamWeaponId()
|
|||
return list
|
||||
end
|
||||
|
||||
---获取所有已上阵的位置
|
||||
function this.GetAllTeamWeaponPos()
|
||||
local list={}
|
||||
for key, value in pairs(godWeaponTeamInfo) do
|
||||
table.insert(list,value.point)
|
||||
end
|
||||
return list
|
||||
end
|
||||
|
||||
function this.InitSingleGodWeaponData(data)
|
||||
local GodWeapon={}
|
||||
local GodWeapon={}
|
||||
|
|
|
|||
Loading…
Reference in New Issue