Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
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assetBundleVariant: unity3d
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|
@ -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
|
||||
|
|
|
|||
|
|
@ -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",
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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 {}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 = {}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
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Loading…
Reference in New Issue