Merge branch 'china/local' into china/test

dev_chengFeng
JieLing 2021-04-30 11:34:29 +08:00
commit e0d7c21cec
9 changed files with 367 additions and 14 deletions

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@ -42,7 +42,8 @@ function ChatPanel:InitComponent()
this.playerPower = Util.GetGameObject(this.playerBg, "power"):GetComponent("Text")
this.playerInvite = Util.GetGameObject(this.playerBg, "btnInvite")
this.playerFriend = Util.GetGameObject(this.playerBg, "btnFriend")
this.shader1 = Util.GetGameObject(self.gameObject, "Image"):GetComponent("Image").material.shader
this.shader2 = Util.GetGameObject(self.gameObject, "Image1"):GetComponent("Image").material.shader
-- 上部货币显示
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft})
end
@ -248,11 +249,15 @@ function this.RefreshShow(isForceBottom)
local particles=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
-- mat.material.shader=Shader.Find("CGwell FX/Additive Lv1_1")
mat.material.shader=this.shader1
--mat.material= resMgr:LoadAsset("chenghao_mat1")
end
local meshs=this.scrollRoot:GetComponentsInChildren(typeof(UnityEngine.MeshRenderer))
for key, value in pairs(meshs:ToTable()) do
value.material.shader=Shader.Find("Custom/S_03_UV_alpha_add_1")
-- value.material.shader=Shader.Find("Custom/S_03_UV_alpha_add_1")
--value.material= resMgr:LoadAsset("chenghao_mat2")
value.material.shader=this.shader2
end
end, _GoToIndex)

View File

@ -197,7 +197,7 @@ function this.InitShowPanel()
this.effectTime = nil
this.effectTime = Timer.New(function ()
canClose = true
end, 1.2)
end, 4)
this.effectTime:Start()
end

View File

@ -277,8 +277,12 @@ function this:CheckTrigger(data,go)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_05,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(true)
Timer.New(function()
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
if this.UI_Effect_ChuFaEffect_02 then
this.UI_Effect_ChuFaEffect_02.gameObject:SetActive(false)
end
if this.UI_Effect_ChuFaEffect_05 then
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(true)
end
end,data.groups[1],1,false):Start()
Timer.New(function()
@ -288,7 +292,9 @@ function this:CheckTrigger(data,go)
end,(data.groups[1] + 0.5),1,false):Start()
Timer.New(function()
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
if this.UI_Effect_ChuFaEffect_05 then
this.UI_Effect_ChuFaEffect_05.gameObject:SetActive(false)
end
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,(data.groups[1] + 0.5 + 1),1,false):Start()
@ -312,11 +318,15 @@ function this:CheckTrigger(data,go)
this.effectBrowList[v].gameObject:SetActive(false)
end
end
for k,v in pairs(this.effectBrowList) do
Util.AddParticleSortLayer(v,newSortingOrder - sortingOrder)
end
local indexTemp = 0
Timer.New(function()
indexTemp = indexTemp + 1
Util.AddParticleSortLayer(this.effectBrowList[tempList[indexTemp]],newSortingOrder - sortingOrder)
this.effectBrowList[tempList[indexTemp]].gameObject:SetActive(true)
if this.effectBrowList[tempList[indexTemp]] then
this.effectBrowList[tempList[indexTemp]].gameObject:SetActive(true)
end
local index = 0
if tempList[indexTemp] < 5 then
index = tempList[indexTemp]
@ -341,7 +351,6 @@ function this:CheckTrigger(data,go)
for k,v in pairs(this.effectBrowList) do
v.gameObject:SetActive(false)
end
if not this.UI_Effect_ChuFaEffect_03 then
this.UI_Effect_ChuFaEffect_03 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_03", PoolManager.AssetType.GameObject)
this.UI_Effect_ChuFaEffect_03.name = "UI_Effect_ChuFaEffect_03"
@ -390,7 +399,9 @@ function this:CheckTrigger(data,go)
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
elseif data.eventType == 12 then --光芒四射的特效
--设置上一个特效为false
this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(false)
if this.UI_Effect_ChuFaEffect_06 then
this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(false)
end
--加载光芒四射的特效
if not this.UI_Effect_ChuFaEffect_07 then
this.UI_Effect_ChuFaEffect_07 = poolManager:LoadAsset("UI_Effect_ChuFaEffect_07", PoolManager.AssetType.GameObject)
@ -404,8 +415,12 @@ function this:CheckTrigger(data,go)
this.eventIndex = 0
this.btnSkipBtnComp.enabled = false
Timer.New(function()
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(false)
if this.UI_Effect_ChuFaEffect_04 then
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(false)
end
if this.UI_Effect_ChuFaEffect_07 then
this.UI_Effect_ChuFaEffect_07.gameObject:SetActive(false)
end
this.btnSkipBtnComp.enabled = true
this:StackPop()
end,data.groups[1],1,false):Start()

View File

@ -375,7 +375,7 @@ function SingleFightPlayerView:RoleMove(pathList)
self.roleCurPos = data
local speed = 0.5
self.gameObject.transform:DOLocalMove(Vector3(v3.x, v3.y, v3.z - 10), speed, false):OnStart(function () end):OnUpdate(function() --TODO:测试速度
if self.isSelf then
if self.isSelf and not self.isclose then
self:PlayStepSound()
local v4 = self.gameObject.transform.localPosition
v4.z = TileMapView.ViewCameraPos.z