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福天洞地套装,获得套装展示 改成立绘显示

HDY 4 meses atrás
pai
commit
5b75c573da

+ 3 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/CommonGame/UI_GetSuitItemUI.cs

@@ -10,6 +10,7 @@ namespace UI.CommonGame
         public GLoader m_loaBg;
         public GLoader m_loaBg;
         public GGraph m_holderEffect;
         public GGraph m_holderEffect;
         public GGraph m_holder;
         public GGraph m_holder;
+        public GLoader m_loaCard;
         public GTextField m_txtName;
         public GTextField m_txtName;
         public GLoader m_icon;
         public GLoader m_icon;
         public GComponent m_item;
         public GComponent m_item;
@@ -64,6 +65,7 @@ namespace UI.CommonGame
             m_loaBg = (GLoader)comp.GetChild("loaBg");
             m_loaBg = (GLoader)comp.GetChild("loaBg");
             m_holderEffect = (GGraph)comp.GetChild("holderEffect");
             m_holderEffect = (GGraph)comp.GetChild("holderEffect");
             m_holder = (GGraph)comp.GetChild("holder");
             m_holder = (GGraph)comp.GetChild("holder");
+            m_loaCard = (GLoader)comp.GetChild("loaCard");
             m_txtName = (GTextField)comp.GetChild("txtName");
             m_txtName = (GTextField)comp.GetChild("txtName");
             m_icon = (GLoader)comp.GetChild("icon");
             m_icon = (GLoader)comp.GetChild("icon");
             m_item = (GComponent)comp.GetChild("item");
             m_item = (GComponent)comp.GetChild("item");
@@ -74,6 +76,7 @@ namespace UI.CommonGame
             m_loaBg = null;
             m_loaBg = null;
             m_holderEffect = null;
             m_holderEffect = null;
             m_holder = null;
             m_holder = null;
+            m_loaCard = null;
             m_txtName = null;
             m_txtName = null;
             m_icon = null;
             m_icon = null;
             m_item = null;
             m_item = null;

+ 3 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GenCode/TimeTracing/UI_TimeTracingShowUI.cs

@@ -8,6 +8,7 @@ namespace UI.TimeTracing
     {
     {
         public GComponent target;
         public GComponent target;
         public GGraph m_showSuit;
         public GGraph m_showSuit;
+        public GLoader m_loaCard;
         public GLoader m_bg;
         public GLoader m_bg;
         public UI_Component1 m_switchBtn;
         public UI_Component1 m_switchBtn;
         public GTextField m_suitName;
         public GTextField m_suitName;
@@ -64,6 +65,7 @@ namespace UI.TimeTracing
         private void Init(GComponent comp)
         private void Init(GComponent comp)
         {
         {
             m_showSuit = (GGraph)comp.GetChild("showSuit");
             m_showSuit = (GGraph)comp.GetChild("showSuit");
+            m_loaCard = (GLoader)comp.GetChild("loaCard");
             m_bg = (GLoader)comp.GetChild("bg");
             m_bg = (GLoader)comp.GetChild("bg");
             m_switchBtn = (UI_Component1)UI_Component1.Create(comp.GetChild("switchBtn"));
             m_switchBtn = (UI_Component1)UI_Component1.Create(comp.GetChild("switchBtn"));
             m_suitName = (GTextField)comp.GetChild("suitName");
             m_suitName = (GTextField)comp.GetChild("suitName");
@@ -76,6 +78,7 @@ namespace UI.TimeTracing
         public void Dispose(bool disposeTarget = false)
         public void Dispose(bool disposeTarget = false)
         {
         {
             m_showSuit = null;
             m_showSuit = null;
+            m_loaCard = null;
             m_bg = null;
             m_bg = null;
             m_switchBtn.Dispose();
             m_switchBtn.Dispose();
             m_switchBtn = null;
             m_switchBtn = null;

+ 1 - 1
GameClient/Assets/Game/HotUpdate/GameGlobal.cs

@@ -59,7 +59,7 @@ namespace GFGGame
         public static long pauseTime;
         public static long pauseTime;
         //提示过的版本不再提示
         //提示过的版本不再提示
         public static string promotedVersion;
         public static string promotedVersion;
-
+        //控制展示立绘还是动效
         public static bool ShowPainting = true;
         public static bool ShowPainting = true;
 
 
 
 

+ 41 - 31
GameClient/Assets/Game/HotUpdate/Views/CommonGame/GetSuitItemVIew.cs

@@ -46,7 +46,7 @@ namespace GFGGame
             isfullScreen = true;
             isfullScreen = true;
 
 
             //_dressUpObjUI = new DressUpObjUI("SceneDressUp", onShowAction);
             //_dressUpObjUI = new DressUpObjUI("SceneDressUp", onShowAction);
-            _ui.m_loaBg.onClick.Add(OnClickBg);
+            _ui.m_loaCard.onClick.Add(OnClickBg);
             _ui.m_btnShare.onClick.Add(OnClickShare);
             _ui.m_btnShare.onClick.Add(OnClickShare);
 
 
             EffectUIPool.CreateEffectUI(_ui.m_holderEffect, "ui_ck", "ui_ck_tz",
             EffectUIPool.CreateEffectUI(_ui.m_holderEffect, "ui_ck", "ui_ck_tz",
@@ -168,44 +168,54 @@ namespace GFGGame
                 int targetY = (int)(_ui.m_item.y + _ui.m_item.height + 50);
                 int targetY = (int)(_ui.m_item.y + _ui.m_item.height + 50);
             }
             }
 
 
-            bool showAction = SuitCfgArray.Instance.CheckSuitHasAction(suitId) &&
-                              DressUpMenuSuitDataManager.CheckSuitHasActionRes(suitId);
 
 
-            if (_dressUpObjUI != null)
+            if (GameGlobal.ShowPainting)
             {
             {
-                _dressUpObjUI.Dispose();
-                _dressUpObjUI = null;
+                SuitCfg suitCfg = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId);
+                _ui.m_loaCard.url = ResPathUtil.GetLiHuiPath(suitCfg.Illustration);
             }
             }
+            else
+            {
 
 
-            _dressUpObjUI = new DressUpObjUI("SceneDressUp", onShowAction);
+                bool showAction = SuitCfgArray.Instance.CheckSuitHasAction(suitId) &&
+                              DressUpMenuSuitDataManager.CheckSuitHasActionRes(suitId);
 
 
-            // 使用异步方式重置场景对象
-            _dressUpObjUI.ResetSceneObjAsync(
-                115,
-                false,
-                true,
-                null,
-                false,
-                (sceneObj) =>
+                if (_dressUpObjUI != null)
                 {
                 {
-                    if (sceneObj != null)
-                    {
-                        // 场景对象加载完成后穿上套装
-                        _dressUpObjUI.dressUpObj.PutOnSuitCfg(
-                            suitId,
-                            showAction,
-                            null,
-                            false,
-                            false
-                        );
-                        Timers.inst.Add(2f, 1, OnTimerUpDate);
-                    }
-                    else
+                    _dressUpObjUI.Dispose();
+                    _dressUpObjUI = null;
+                }
+
+                _dressUpObjUI = new DressUpObjUI("SceneDressUp", onShowAction);
+
+                // 使用异步方式重置场景对象
+                _dressUpObjUI.ResetSceneObjAsync(
+                    115,
+                    false,
+                    true,
+                    null,
+                    false,
+                    (sceneObj) =>
                     {
                     {
-                        Debug.LogError($"Failed to load scene object for suit: {suitId}");
+                        if (sceneObj != null)
+                        {
+                            // 场景对象加载完成后穿上套装
+                            _dressUpObjUI.dressUpObj.PutOnSuitCfg(
+                                suitId,
+                                showAction,
+                                null,
+                                false,
+                                false
+                            );
+                            Timers.inst.Add(2f, 1, OnTimerUpDate);
+                        }
+                        else
+                        {
+                            Debug.LogError($"Failed to load scene object for suit: {suitId}");
+                        }
                     }
                     }
-                }
-            );
+                );
+            }
         }
         }
     }
     }
 }
 }

+ 0 - 1
GameClient/Assets/Game/HotUpdate/Views/Login/LoginInputView.cs

@@ -181,7 +181,6 @@ namespace GFGGame
         {
         {
             if (!_ui.m_boxChooseCanal.visible) return;
             if (!_ui.m_boxChooseCanal.visible) return;
             LauncherConfig.ChannelId = int.Parse(_ui.m_boxChooseCanal.value);
             LauncherConfig.ChannelId = int.Parse(_ui.m_boxChooseCanal.value);
-            ET.Log.Debug("打印测试======选择的渠道==========" + (_ui.m_boxChooseCanal.value));
             if (_ui.m_boxChooseCanal.value == (int)ChannelID.Test + "")
             if (_ui.m_boxChooseCanal.value == (int)ChannelID.Test + "")
             {
             {
                 if (showAlert)
                 if (showAlert)

+ 28 - 20
GameClient/Assets/Game/HotUpdate/Views/TimeTracing/TimeTracingShowView.cs

@@ -95,32 +95,40 @@ namespace GFGGame
 
 
             if (true)
             if (true)
             {
             {
-                DressUpObjUI dressUpObjUI;
-                if (_ui.m_showSuit.data == null)
+                if (GameGlobal.ShowPainting)
                 {
                 {
-                    _ui.m_showSuit.data = new DressUpObjUI("SceneSuitFoster");
+                    SuitCfg suitCfg = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(SuitID);
+                    _ui.m_loaCard.url = ResPathUtil.GetLiHuiPath(suitCfg.Illustration);
                 }
                 }
-
-                bool showAction = SuitCfgArray.Instance.CheckSuitHasAction(SuitID) &&
-                                  DressUpMenuSuitDataManager.CheckSuitHasActionRes(SuitID);
-                dressUpObjUI = _ui.m_showSuit.data as DressUpObjUI;
-
-                // 改为异步加载
-                dressUpObjUI.ResetSceneObjAsync(100, false, true, null, false, (go) =>
+                else
                 {
                 {
-                    if (go != null)
+                    DressUpObjUI dressUpObjUI;
+                    if (_ui.m_showSuit.data == null)
                     {
                     {
-                        dressUpObjUI.dressUpObj.PutOnSuitCfg(SuitID, showAction,
-                            new int[] { ConstDressUpItemType.BEI_JING }, false, false);
-
-                        Timers.inst.Add(1f, 1, OnTimerUpDate, dressUpObjUI);
-                        //dressUpObjUI.UpdateWrapper(_ui.m_showSuit);
+                        _ui.m_showSuit.data = new DressUpObjUI("SceneSuitFoster");
                     }
                     }
-                    else
+
+                    bool showAction = SuitCfgArray.Instance.CheckSuitHasAction(SuitID) &&
+                                      DressUpMenuSuitDataManager.CheckSuitHasActionRes(SuitID);
+                    dressUpObjUI = _ui.m_showSuit.data as DressUpObjUI;
+
+                    // 改为异步加载
+                    dressUpObjUI.ResetSceneObjAsync(100, false, true, null, false, (go) =>
                     {
                     {
-                        Debug.LogError("场景对象加载失败");
-                    }
-                });
+                        if (go != null)
+                        {
+                            dressUpObjUI.dressUpObj.PutOnSuitCfg(SuitID, showAction,
+                                new int[] { ConstDressUpItemType.BEI_JING }, false, false);
+
+                            Timers.inst.Add(1f, 1, OnTimerUpDate, dressUpObjUI);
+                            //dressUpObjUI.UpdateWrapper(_ui.m_showSuit);
+                        }
+                        else
+                        {
+                            Debug.LogError("场景对象加载失败");
+                        }
+                    });
+                }
             }
             }
         }
         }
 
 

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