立绘加载错误修改
parent
ccdba2b2df
commit
cd99dd509b
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@ -3309,6 +3309,21 @@ function this.LoadHerolive(_heroData, _objPoint)
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end)
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return testLive
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end
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--根据界面数据加载动态立绘
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function this.LoadHerolive1(data, _objPoint)
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--TODO:动态加载立绘
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local testLive = poolManager:LoadLive(GetResourcePath(data.Live), _objPoint.transform,
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Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
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local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
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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(data.Live), testLive, function ()
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
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end)
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return testLive
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end
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function this.SortHeroDatas(_heroDatas)
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local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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--上阵最优先,星级优先,同星级等级优先,同星级同等级按sortId排序。排序时降序排序。
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@ -151,8 +151,7 @@ function RoleSkinPanel:BtnAction(skinId,data)
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else
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poolManager:UnLoadLive(curHeroData.live, parent.curLiveObj)
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curLiveName = GetResourcePath(data.Live)
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parent.curLiveObj = poolManager:LoadLive(GetResourcePath(data.Live), parent.curObj.transform,
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Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0))
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parent.curLiveObj = HeroManager.LoadHerolive1(data,parent.curObj)
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PopupTipPanel.ShowTip("未获得此皮肤!")
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end
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end
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