Merge branch 'china/local' into china/test
commit
e0d7c21cec
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@ -42,7 +42,8 @@ function ChatPanel:InitComponent()
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|||
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
|
||||
|
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@ -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))
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||||
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)
|
||||
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|||
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@ -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
|
||||
|
||||
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|||
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@ -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()
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Reference in New Issue