界面适配 跳转竞技场进攻阵容检测
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@ -305,9 +305,9 @@ RectTransform:
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m_Father: {fileID: 8485517753741111699}
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m_Father: {fileID: 8485517753741111699}
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m_RootOrder: 2
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 81.09961}
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m_AnchoredPosition: {x: 0, y: -878.9004}
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m_SizeDelta: {x: 348, y: 44}
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m_SizeDelta: {x: 348, y: 44}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &624247546002579982
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--- !u!222 &624247546002579982
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@ -902,10 +902,10 @@ RectTransform:
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m_Father: {fileID: 8485517753741111699}
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m_Father: {fileID: 8485517753741111699}
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m_RootOrder: 0
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 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_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 1080, y: 1920}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8487183040723315029
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--- !u!222 &8487183040723315029
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CanvasRenderer:
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CanvasRenderer:
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@ -47,23 +47,23 @@ local jumpDic = {
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end
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end
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end,
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end,
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[JumpType.Arena] = function(data)--竞技场
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[JumpType.Arena] = function(data)--竞技场
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local arenaDefend = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_DEFEND)
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-- local arenaDefend = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_DEFEND)
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local arenaAttack = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_ATTACK)
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local arenaAttack = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ARENA_ATTACK)
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--首次进入竞技场 将主线编队复制到竞技场防守、进攻编队
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--首次进入竞技场 将主线编队复制到竞技场防守、进攻编队
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if #arenaAttack.teamHeroInfos==0 then
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-- if #arenaAttack.teamHeroInfos==0 then
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-- LogColor("red","竞技进攻编队为空")
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-- -- LogColor("red","竞技进攻编队为空")
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local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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-- local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local newFormation = {}
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-- local newFormation = {}
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for index = 1, #formation.teamHeroInfos do
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-- for index = 1, #formation.teamHeroInfos do
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local teamInfo = formation.teamHeroInfos[index]
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-- local teamInfo = formation.teamHeroInfos[index]
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local singleData = {}
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-- local singleData = {}
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singleData.heroId = teamInfo.heroId
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-- singleData.heroId = teamInfo.heroId
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singleData.position = index
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-- singleData.position = index
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table.insert(newFormation, singleData)
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-- table.insert(newFormation, singleData)
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end
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-- end
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FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ARENA_ATTACK,newFormation,formation.teamPokemonInfos)
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-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ARENA_ATTACK,newFormation,formation.teamPokemonInfos)
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end
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-- end
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if #arenaDefend.teamHeroInfos == 0 then
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if #arenaDefend.teamHeroInfos == 0 then
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-- LogColor("red","竞技防守编队为空")
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-- LogColor("red","竞技防守编队为空")
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local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local formation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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