Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
altair 2020-07-29 17:17:25 +08:00
commit d7fb50a6d6
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m_AntiAliasing: 1
m_DepthFormat: 2
m_ColorFormat: 0
m_MipMap: 0
m_GenerateMips: 1
m_SRGB: 0
m_UseDynamicScale: 0
m_BindMS: 0
m_TextureSettings:
serializedVersion: 2
m_FilterMode: 1
m_Aniso: 0
m_MipBias: 0
m_WrapU: 1
m_WrapV: 1
m_WrapW: 1
m_Dimension: 2
m_VolumeDepth: 1

View File

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 7a9dc8fe2bfcd2d4d9b8aa9136427896
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 8400000
userData:
assetBundleName: lz4/rtexture/cardtexture9
assetBundleVariant: unity3d

View File

@ -597,7 +597,7 @@ RedPointType = {
ContinuityRecharge = 204,--连续充值
VipPrivilege = 205,--特权
SevenDayCarnival = 206,--七日狂欢
DynamicActivity = 207,--轮转活动 乾坤宝盒 限时召唤
DynamicActivity = 208,--轮转活动 乾坤宝盒 限时召唤
GiftPage = 2011, -- 礼包
DailyGift = 2012, -- 每日礼包
HERO_STAR_GIFT = 2013, --- 星级礼包

View File

@ -2244,7 +2244,7 @@
[12243] = "不知道",
[12244] = "第%s场",
[12245] = "历史最高排名:",
[12246] = "30级或首充后解锁",
[12246] = "30级后解锁",
[12247] = "森罗幻境排行",
[12248] = "需要上阵%s名%s系神将",
[12249] = "今日剩余次数:",
@ -2278,5 +2278,5 @@
[12277] = "未查询到符合条件的装备!",
[12278] = "%d天%02d时",
[12279] = "妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力",
[12280] = "该神将在巅峰赛阵容中已上阵",
[12280] = "巅峰赛阵容",
}

View File

@ -175,7 +175,7 @@ end
function PrintWanNum2(num)
if num >= 100000000 then
return string.format("%.1f", num / 100000000) .. Language[12100]
elseif num >= 10000 then
elseif num >= 100000 then
return tostring(math.floor(num / 10000)) .. Language[10042]
--return tostring(math.floor(num / 1000)/10) .. "万"
else
@ -185,7 +185,7 @@ end
function PrintWanNum3(num)
if num >= 100000000 then
return string.format("%.2f", num / 100000000) .. Language[12100]
elseif num >= 10000 then
elseif num >= 100000 then
return string.format("%.2f",num / 10000) .. Language[10042]
else
return tostring(num)

View File

@ -97,6 +97,9 @@ function this.StateChange(isOpen)
else
this.SetNotJionInfo()
end
if isOver then
this.SetOverInfo()
end
else
if isOver then
this.SetOverInfo()
@ -105,12 +108,15 @@ function this.StateChange(isOpen)
end
end
this.containPanel:SetActive(not isOpen or not isJoin or baseData.loser)-- or isOver
this.containPanel:SetActive(not isOpen or not isJoin or baseData.loser or isOver)-- or isOver
this.btnRecord:SetActive(isOpen and isJoin)
this.btnTeamRank:SetActive(isOpen and isJoin)
this.btnFightDetail:SetActive(isOpen and isJoin and baseData.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END)
this.orggroup:SetActive(not isOpen and not isOver)
this.Demons:SetActive(not isOpen and not isOver)
-- this.orggroup:SetActive(not isOpen and not isOver)
-- this.Demons:SetActive(not isOpen and not isOver) --not isOpen or (isOpen and isOver)
this.orggroup:SetActive(true)
this.Demons:SetActive(true)
this.FreshTeam()
end

View File

@ -40,6 +40,7 @@ end
--被动技能表
local passivityList = {
--发动技能时,[a]的概率将[b]*[c]算作[d]计算
@ -1562,7 +1563,7 @@ local passivityList = {
-- buff.cover = true -- 可以叠加
-- buff.clear = false -- 不可驱散
-- role:AddBuff(buff)
if skill and not skill.isAdd and defRole:IsDead() then
if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -1780,7 +1781,7 @@ local passivityList = {
local ct = args[3]
-- 释放技能后
local onRoleHit = function(defRole)
if defRole:IsDead() then
if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
-- buff.cover = true
role:AddBuff(buff)
@ -1984,7 +1985,8 @@ local passivityList = {
local i1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then
LogError("target "..target.roleId .. " ".. target.star)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
for i = 1, i1 do
role:AddSkill(BattleSkillType.Normal, false, true, nil)
end
@ -2030,7 +2032,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
BattleUtil.CalTreat(role, role, treat)
end
@ -2219,7 +2221,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
role:AddBuff(buff)
end
@ -2374,7 +2376,7 @@ local passivityList = {
-- 击杀数量累加
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and defRole:IsDead() then
if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1
end
end
@ -2753,7 +2755,7 @@ local passivityList = {
local dot = args[1]
local f1 = args[2]
local function onHit(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local maxHp = role:GetRoleData(RoleDataName.MaxHp)
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
BattleUtil.ApplyTreat(role, role, value)
@ -2888,7 +2890,7 @@ local passivityList = {
local i1 = args[1]
local onHit = function(target, damage, bCrit, finalDmg)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -3209,7 +3211,7 @@ local passivityList = {
local dt = args[2]
-- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isAdd and target:IsDead() then
if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
BattleUtil.SortByHpFactor(list, 1)
local index = 0
@ -3483,7 +3485,7 @@ local passivityList = {
local f1 = args[1]
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local target = RoleManager.GetAliveAggro(role)
BattleUtil.CalDamage(nil, role, target, 1, f1)
end
@ -3767,7 +3769,7 @@ local passivityList = {
[197] = function(role, args)
local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special and target:IsDead() then
if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function()
role:AddRage(target.Rage, CountTypeName.Add)
end)

View File

@ -341,6 +341,17 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
end
--检测是否有是金翅大鹏有不灭效果
function BattleUtil.CheckIsNoDead(target)
if target then
return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
end
return false
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)

View File

@ -27,7 +27,7 @@ function RoleLogic:Init(uid, data, position)
self.uid = uid
self.position = position
self.roleData = data
self.roleId=data.roleId
self.data:Init(self, data.property)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead
@ -37,7 +37,7 @@ function RoleLogic:Init(uid, data, position)
self.element = data.element
self.professionId = data.professionId
self.star = data.star or 1
LogError("英雄uid".. self.roleId .." " .. self.star)
self.shield:Clear() --护盾列表
self.exCalDmgList:Clear() --额外计算伤害列表
self.buffFilter:Clear() --buff屏蔽列表
@ -219,8 +219,13 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
end
end
-- 是否为指定id指定星级的英雄 by:王振兴 2020/07/29
function RoleLogic:IsAssignHeroAndHeroStar(id,star)
if self.roleId==id and self.star==star then
return true
end
return false
end
function RoleLogic:AddBuff(buff)

View File

@ -265,7 +265,7 @@ function this.RefreshFightData(type)
data.element = roleData.PropertyName
data.professionId = roleData.Profession
data.quality = roleData.Quality
data.star = roleData.Star
data.star = 10
data.type = 1
local paskill = string.split(role.passivity, "#")
data.passivity = BattleManager.GetPassivityData(paskill) or {}

View File

@ -644,6 +644,7 @@ function RoleView:DoScale(scale, dur, func)
end
self.dsTween = self.GameObject.transform.parent:DOScale(Vector3.one * scale, dur)
:OnComplete(function ()
-- Log("DoScale = "..scale)
if func then
func()
end
@ -664,6 +665,7 @@ end
function RoleView:SetHighLight(isLight, eScale, dur, func)
-- 设置变灰
-- LogGreen(self.role.camp .."|||"..self.role.position.."|||"..tostring(isLight))
if self.isDead then
Util.SetGray(self.GameObject, true)
Util.SetSpineGray(self.RoleLiveGOGraphic, true)
@ -768,6 +770,8 @@ function RoleView:OnSkillCast(skill)
self:ChangeCardSorting(battleSorting + 20)
end
-- LogRed("Cast skill"..self.role.camp..self.role.position)
-- 高亮
BattleManager.PauseBattle()
self.RootPanel.SetRoleHighLight(self, skill:GetDirectTargets(), function()
@ -806,7 +810,9 @@ function RoleView:OnSkillCast(skill)
BattleManager.ResumeBattle()
self:CheckFullSceenSkill(combat, skill)
-- 取消高亮
self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000 + 0.2, function()
self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function()
-- LogRed("Cast done"..self.role.camp..self.role.position)
self.RootPanel.SetRoleHighLight()
self:ChangeCardSorting(battleSorting + self.role.position)
self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
@ -845,8 +851,9 @@ function RoleView:OnSkillCast(skill)
BattleManager.ResumeBattle()
self:CheckFullSceenSkill(combat, skill)
-- 取消高亮
self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000 + 0.2, function()
self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function()
self.RootPanel.SetRoleHighLight()
-- LogRed("Cast done"..self.role.camp..self.role.position)
end)
end)
-- 攻击音效

View File

@ -286,7 +286,7 @@ end
-- 挑战按钮的文字显示
function this.GetBtnText()
-- 解锁新章节优先
if PlayerPrefs.GetInt(PlayerManager.uid .. CHATER_STATE) < 1 then
if this.IsChapterClossState() then
-- 先判断等级
local limitLevel = mainLevelConfig[this.curOpenFight].LevelLimit
if PlayerManager.level < limitLevel then

View File

@ -117,7 +117,7 @@ function this.SingleInfoDataShow(go,data)
heroGo:SetActive(true)
local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig,data.teamInfo[i].heroTid)
Util.GetGameObject(heroGo, "icon"):GetComponent("Image").sprite = Util.LoadSprite(GetResourcePath(curHeroConfig.Icon))
Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(curHeroConfig.Star))
Util.GetGameObject(curHeroGoList[data.teamInfo[i].position], "frame"):GetComponent("Image").sprite = Util.LoadSprite(GetHeroQuantityImageByquality(nil,data.teamInfo[i].star))
SetHeroStars(Util.GetGameObject(heroGo, "starGrid"), data.teamInfo[i].star)
Util.GetGameObject(heroGo, "lvbg/levelText"):GetComponent("Text").text=data.teamInfo[i].level
local heroData = {}

View File

@ -1303,8 +1303,9 @@ function this.TimeFormat()
end
--轮转活动,乾坤宝盒
local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
if info then
local dynamicAct = not not ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
if dynamicAct then
local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
info = info.endTime - PlayerManager.serverTime
info = math.floor(info/86400)
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) then

View File

@ -45,7 +45,7 @@ function QianKunBoxBuyOnePanel:InitComponent()
this.itemNum2=Util.GetGameObject(this.content2,"Num"):GetComponent("Text")
-- 关于抽卡的LotterySetting数据
local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
drawtType.FindFairySingle=ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"PerCount",1,"ActivityId",curActivityId).Id
end

View File

@ -52,7 +52,7 @@ function QianKunBoxBuyTenPanel:InitComponent()
end
-- 关于抽卡的LotterySetting数据
local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
drawtType.FindFairySingle=ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"PerCount",1,"ActivityId",curActivityId).Id
drawtType.FindFairyTen=ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"PerCount",10,"ActivityId",curActivityId).Id
end

View File

@ -44,18 +44,15 @@ function this:OnShow(_parent,...)
sortingOrder =_parent.sortingOrder
local args = {...}
s=lotterySetting[RecruitType.RecruitBox].CostItem[1][2]
LogBlue(s)
b=tonumber(specialConfig[49].Value)
this.titleText.text=Language[11638]
this.text1.text=string.format(Language[11639],s)
this.text2.text=Language[11640] --后续改成读表
this.text3.text=string.format(Language[11641],b)
this.curNum.text=string.format(Language[11637],BagManager.GetItemCountById(94))
LogBlue(Language[11642]..VipManager.GetChargedNum())
Util.SetGray(this.okBtn,VipManager.GetChargedNum()<b)
this.okBtn:GetComponent("Button").interactable=VipManager.GetChargedNum()>=b
this.text3.gameObject:SetActive(VipManager.GetChargedNum()<b)
this.text3.gameObject:SetActive(VipManager.GetChargedNum()>=0 and VipManager.GetChargedNum()<b)
end
function this:OnClose()

View File

@ -135,6 +135,8 @@ function this.SingleHeroDataShow(go,_heroData)
elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then
JumpManager.GoJump(8001)
elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then
JumpManager.GoJump(57001)
elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
JumpManager.GoJump(57001)
end
end

View File

@ -219,6 +219,8 @@ function this.SingleHeroDataShow(go,_heroData)
JumpManager.GoJump(57001)
elseif heroData.isFormations[1] == FormationTypeDef.EXPEDITION then
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION,FormationTypeDef.EXPEDITION)
elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
JumpManager.GoJump(57001)
end
end
end)

View File

@ -152,6 +152,9 @@ end
--界面打开时调用(用于子类重写)
function RoleListPanel:OnShow()
--检测成员红点
CheckRedPointStatus(RedPointType.Role)
tarHero=HeroManager.GetAllHeroDatas()
teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
this.isFirstOpen=true

View File

@ -36,7 +36,9 @@ function SecretBoxBuyOnePanel:InitComponent()
-- 关于抽卡的LotterySetting数据
local curActivityId=ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
drawtType.FindFairySingle=ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"PerCount",1,"ActivityId",curActivityId).Id
if curActivityId then
drawtType.FindFairySingle=ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"PerCount",1,"ActivityId",curActivityId).Id
end
end
--绑定事件(用于子类重写)

View File

@ -168,11 +168,11 @@ function this.RefreshPanel(eventId, isFirstOpen)
-- 配音资源名
local voice = chapterEventPointData[eventId].VoiceRes
if voice then
-- 使用相同通道播放,避免跳过剧情导致音效重复
SoundManager.PlaySound(voice, nil, nil, 10)
end
-- local voice = chapterEventPointData[eventId].VoiceRes
-- if voice then
-- -- 使用相同通道播放,避免跳过剧情导致音效重复
-- SoundManager.PlaySound(voice, nil, nil, 10)
-- end
--当前不是选择界面
if isRightType then

View File

@ -133,7 +133,8 @@ function this:OnOpen(context)
end
-- 刷新显示状态
self:RefreshBtnState()
--检测成员红点
CheckRedPointStatus(RedPointType.Role)
end
function this:RefreshBtnState()

View File

@ -59,7 +59,7 @@ namespace LJ_OptTools
return ret;
}
public static bool ExtendTexture( string path)
public static bool ExtendTexture(string path)
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
@ -199,9 +199,9 @@ namespace LJ_OptTools
}
public static void SetTextureFormat( string path, bool useCrunched)
public static void SetTextureFormat(string path, bool useCrunched)
{
if (string.IsNullOrEmpty(path)) return;
if (string.IsNullOrEmpty(path)) return;
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
if (ti == null)
{
@ -212,11 +212,24 @@ namespace LJ_OptTools
{
return;
}
if (ti.textureType == TextureImporterType.Sprite)
{
TextureImporterSettings tis = new TextureImporterSettings();
ti.ReadTextureSettings(tis);
if (tis.spriteMeshType != SpriteMeshType.FullRect)
{
tis.spriteMeshType = SpriteMeshType.FullRect;
ti.SetTextureSettings(tis);
AssetDatabase.WriteImportSettingsIfDirty(path);
}
}
var pAndSetting = ti.GetPlatformTextureSettings("Android");
var piPSetting = ti.GetPlatformTextureSettings("iPhone");
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
bool pot = Mathf.IsPowerOfTwo(tex.width) && Mathf.IsPowerOfTwo(tex.height);
SettingPlantformTex(ti, pAndSetting, useCrunched,pot);
SettingPlantformTex(ti, pAndSetting, useCrunched, pot);
ti.SetPlatformTextureSettings(pAndSetting);
SettingPlantformTex(ti, piPSetting, useCrunched, pot);
ti.SetPlatformTextureSettings(piPSetting);
@ -271,7 +284,7 @@ namespace LJ_OptTools
}
}
if (filePaths.Count < 1) return;
if (filePaths.Count < 1) return;
for (int i = 0; i < filePaths.Count; i++)
{
@ -281,7 +294,7 @@ namespace LJ_OptTools
, path
, i * 1f / filePaths.Count
);
TextureSizeOptUtilities.ExtendTexture( path);
TextureSizeOptUtilities.ExtendTexture(path);
TextureSizeOptUtilities.SetTextureFormat(path, useCrunched);
}
AssetDatabase.Refresh();
@ -296,27 +309,29 @@ namespace LJ_OptTools
var guid = AssetDatabase.FindAssets("t:Texture", new string[] { "Assets/ManagedResources" });
List<string> floders = new List<string>();
int errorTexCount = 0;
for (int i = 0; i < guid.Length; i++)
{
string id = guid[i];
var path = AssetDatabase.GUIDToAssetPath(id);
if (
path.StartsWith("Assets/ManagedResources/Atlas")
) continue;
EditorUtility.DisplayProgressBar(
string.Format("Check Texture({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var floder = Path.GetDirectoryName(path);
string.Format("Check Texture({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
if (ti == null)
{
//Debug.LogError("No TextureImporter:" + path);
continue;
}
if (
path.StartsWith("Assets/ManagedResources/Atlas")
) continue;
var floder = Path.GetDirectoryName(path);
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
var pAndSetting = ti.GetPlatformTextureSettings("Android");
@ -356,6 +371,46 @@ namespace LJ_OptTools
EditorUtility.ClearProgressBar();
}
[MenuItem("Tools/图片优化/检查Material引用的图片", priority = 0)]
public static void OnMenuItem_CheckMat()
{
var guid = AssetDatabase.FindAssets("t:Material");
StringBuilder info = new StringBuilder();
for (int i = 0; i < guid.Length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(guid[i]);
EditorUtility.DisplayProgressBar(
string.Format("检查Material引用的图片({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
var shader = mat.shader;
int pCount = ShaderUtil.GetPropertyCount(shader);
for (int j = 0; j < pCount; j++)
{
if (ShaderUtil.GetPropertyType(shader, j) != ShaderUtil.ShaderPropertyType.TexEnv) continue;
var pName = ShaderUtil.GetPropertyName(shader, j);
var tex = mat.GetTexture(pName);
var texPath = AssetDatabase.GetAssetPath(tex);
var ti = AssetImporter.GetAtPath(texPath) as TextureImporter;
if (ti == null) continue;
if( ti.textureType == TextureImporterType.Sprite)
{
info.AppendFormat("{0} : {1} ->> {2}\r\n",path,pName,texPath);
}
}
}
if( info.Length > 0)
{
Debug.Log(info.ToString());
}
EditorUtility.ClearProgressBar();
}
}

View File

@ -2243,7 +2243,7 @@
12243,不知道
12244,第%s场
12245,历史最高排名:
12246,30级或首充后解锁
12246,30级后解锁
12247,森罗幻境排行
12248,需要上阵%s名%s系神将
12249,今日剩余次数:
@ -2277,4 +2277,4 @@
12277,未查询到符合条件的装备!
12278,%d天%02d时
12279,妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
12280,该神将在巅峰赛阵容中已上阵
12280,巅峰赛阵容

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2243 12243 不知道
2244 12244 第%s场
2245 12245 历史最高排名:
2246 12246 30级或首充后解锁 30级后解锁
2247 12247 森罗幻境排行
2248 12248 需要上阵%s名%s系神将
2249 12249 今日剩余次数:
2277 12277 未查询到符合条件的装备!
2278 12278 %d天%02d时
2279 12279 妖系神将额外造成50%伤害\n非妖系神将降低50%攻击力
2280 12280 该神将在巅峰赛阵容中已上阵 巅峰赛阵容

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