【修复主城人物层级bug】
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4c5e87e06f
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dc5d0a2d12
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@ -55,7 +55,7 @@ function this:InsertNewText(btn)
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end
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local isRefeshIcon = true
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local curNPCList = {}
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--初始化组件(用于子类重写)
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function this:InitComponent()
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orginLayer = 0
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@ -301,14 +301,18 @@ function this:BindEvent()
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-- view.NameText.text = NameManager.GetLocalRandomName()
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-- view:SetAutoMove()
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-- end
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curNPCList = {}
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PlayerManager.GetMainPlayerNPCData(function(NPCList)
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for i = 1, #NPCList do
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local view = MainPlayerView.New(false, this.btnClickMove, rect, Vector2.New(math.random(rect.xMin, rect.xMax), math.random(rect.yMin, rect.yMax)),NPCList[i].sex)
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view.NameText.text = NPCList[i].userName or NPCList[i].name
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view:SetAutoMove()
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view.leader.transform.name = "MainPlayerView"..i
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table.insert(curNPCList,view)
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end
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end)
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self.playerView = MainPlayerView.New(true, this.btnClickMove, rect, Vector2.New(-1210, 0))
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table.insert(curNPCList,self.playerView)
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--角色点击行走
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self.trigger.onPointerClick = self.trigger.onPointerClick + function(p, d)
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local x, v2 = RectTransformUtility.ScreenPointToLocalPointInRectangle(btnClickMoveTran, Input.mousePosition, UIManager.camera, nil)
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@ -861,10 +865,15 @@ function this:OnShow()
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--检测鸿蒙碑红点
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HarmonyManager.CheckRedPoinStatusUpTowerMainCityRed()
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FixedUpdateBeat:Add(this.OnUpdate, self)--长按方法注册
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end
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--
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function this.OnUpdate()
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--主城人物层级处理
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this.OnMainPlayerNPCRefresh()
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end
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-- 刷新玩家基础信息显示
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function this.RefreshPlayerInfoShow()
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this.vipLevelText.sprite = VipManager.SetVipLevelImg()
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@ -1099,6 +1108,7 @@ function this:OnClose()
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PlayerManager.StopBattleUpLvTipTime()
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this.ChatTipView:StopCheck()
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PatFaceManager.isLogin = false
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FixedUpdateBeat:Remove(this.OnUpdate, self)
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end
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--界面销毁时调用(用于子类重写)
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@ -1346,4 +1356,24 @@ function this.RefreshBattleUpLvTip()
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this.battleUpLvTip:GetComponent("Canvas").sortingOrder = orginLayer + 10
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this.battleUpLvTip:SetActive(true)
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end
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local roleRefreshNum = 0
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function this.OnMainPlayerNPCRefresh()
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if roleRefreshNum < 60 then
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roleRefreshNum = roleRefreshNum + 1
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elseif roleRefreshNum >= 60 and PlayerManager.MainPanelRoleMonveState then
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roleRefreshNum = 0
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-- LogRed("PlayerManager.MainPanelRoleMonveState "..tostring(PlayerManager.MainPanelRoleMonveState))
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if curNPCList and #curNPCList > 0 then
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table.sort(curNPCList,function(a,b)
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return a.leader.transform.localPosition.y > b.leader.transform.localPosition.y
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end)
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for i = 1, #curNPCList do
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if curNPCList[i] then
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curNPCList[i].leader.transform:SetSiblingIndex(i)
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end
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end
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PlayerManager.MainPanelRoleMonveState = false
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end
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end
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end
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return MainPanel
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@ -121,12 +121,12 @@ function MainPlayerView:SetRolePos(pos, delay, func)
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local dis = Vector2.Distance(pos, self.lastPos)
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local leaderTran = self.leader:GetComponent("RectTransform")
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local ov2 = leaderTran.anchoredPosition
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self.tweener = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local v2 = Vector2.Lerp(ov2, pos, progress)
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leaderTran.anchoredPosition = v2
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self:SetRolePosZ(v2)
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PlayerManager.MainPanelRoleMonveState = true
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end), 1, dis / 200):SetEase(Ease.Linear):SetDelay(delay):SetEase(Ease.Linear):OnComplete(function ()
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self.lastPos = pos
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self:PlayerIdle()
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@ -32,7 +32,7 @@ this.now_index = 0
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--头像框数据
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this.headFrameList = {}
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this.MainPanelRoleMonveState = false
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local update = function()
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local dt = Time.unscaledDeltaTime
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this.serverTime = this.serverTime + dt
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