Эх сурвалжийг харах

Merge branch 'master' of http://10.108.64.190:3000/gfg/client

guodong 2 жил өмнө
parent
commit
1519b2e426
27 өөрчлөгдсөн 291 нэмэгдсэн , 43 устгасан
  1. 5 5
      FGUIProject/assets/ActivityThemeLuckyBox/ActivityThemeLuckyBoxUI.xml
  2. BIN
      FGUIProject/assets/ActivityThemeLuckyBox/images/cj_xsfb_db.png
  3. 1 0
      FGUIProject/assets/ActivityThemeLuckyBox/package.xml
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      FGUIProject/assets/CommonGame/imgItemIcon/jinghua.png
  5. 1 0
      FGUIProject/assets/CommonGame/package.xml
  6. 3 1
      FGUIProject/assets/Friend/FriendUI.xml
  7. BIN
      FGUIProject/assets/Studio/imgExpot/cyjd_jhsy_bg.png
  8. 26 17
      GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs
  9. 61 18
      GameClient/Assets/Game/HotUpdate/Data/PhotographUtil.cs
  10. 2 2
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLevelInfoView.cs
  11. BIN
      GameClient/Assets/ResIn/UI/ActivityThemeLuckyBox/ActivityThemeLuckyBox_atlas0.png
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      GameClient/Assets/ResIn/UI/ActivityThemeLuckyBox/ActivityThemeLuckyBox_fui.bytes
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      GameClient/Assets/ResIn/UI/CommonGame/CommonGame_atlas0!a.png
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      GameClient/Assets/ResIn/UI/CommonGame/CommonGame_atlas0.png
  15. BIN
      GameClient/Assets/ResIn/UI/CommonGame/CommonGame_fui.bytes
  16. BIN
      GameClient/Assets/ResIn/UI/Friend/Friend_fui.bytes
  17. BIN
      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0!a.png
  18. BIN
      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0.png
  19. BIN
      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_1!a.png
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      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_1.png
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      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_2!a.png
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      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_2.png
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      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_3!a.png
  24. 96 0
      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_3!a.png.meta
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      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_3.png
  26. 96 0
      GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_3.png.meta
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      GameClient/Assets/ResIn/UI/Studio/Studio_fui.bytes

+ 5 - 5
FGUIProject/assets/ActivityThemeLuckyBox/ActivityThemeLuckyBoxUI.xml

@@ -5,16 +5,16 @@
       <relation target="" sidePair="center-center,middle-middle"/>
     </loader>
     <component id="n1_mbf1" name="btnBack" src="9xlo8" fileName="components/BtnBack.xml" pkg="eg2y0ldp" xy="35,80"/>
-    <component id="n12_m9ei" name="btnChapter" src="mbf1l" fileName="compoents/Button1.xml" xy="737,147" group="n8_mbf1">
-      <Button icon="ui://ubfk2kobt6j1m"/>
+    <component id="n12_m9ei" name="btnChapter" src="mbf1l" fileName="compoents/Button1.xml" xy="878,310" group="n8_mbf1">
+      <Button icon="ui://ubfk2kobm9ein"/>
     </component>
-    <component id="n3_mbf1" name="btnTask" src="mbf1l" fileName="compoents/Button1.xml" xy="896,147" group="n8_mbf1">
+    <component id="n3_mbf1" name="btnTask" src="mbf1l" fileName="compoents/Button1.xml" xy="877,147" group="n8_mbf1">
       <Button icon="ui://ubfk2kobt6j1m"/>
     </component>
-    <component id="n7_mbf1" name="btnShop" src="mbf1l" fileName="compoents/Button1.xml" xy="839,127" size="94,95" group="n8_mbf1" visible="false">
+    <component id="n7_mbf1" name="btnShop" src="mbf1l" fileName="compoents/Button1.xml" xy="820,127" size="94,95" group="n8_mbf1" visible="false">
       <Button icon="ui://ubfk2kobmbf11"/>
     </component>
-    <group id="n8_mbf1" name="n8" xy="737,147" size="310,118" advanced="true" layout="hz" colGap="8" excludeInvisibles="true">
+    <group id="n8_mbf1" name="n8" xy="820,127" size="209,301" advanced="true">
       <relation target="" sidePair="right-right,top-top"/>
     </group>
     <image id="n6_mbf1" name="n6" src="mbf14" fileName="imagesNew/sj_dk.png" pkg="eg2y0ldp" xy="416,105" group="n9_mbf1"/>

BIN
FGUIProject/assets/ActivityThemeLuckyBox/images/cj_xsfb_db.png


+ 1 - 0
FGUIProject/assets/ActivityThemeLuckyBox/package.xml

@@ -15,6 +15,7 @@
     <image id="mbf1c" name="lm_biaotizi_14.png" path="/images/"/>
     <component id="mbf1d" name="ActivityThemeLuckyBoxTaskUI.xml" path="/" exported="true"/>
     <image id="t6j1m" name="cj_xsrw_db.png" path="/images/"/>
+    <image id="m9ein" name="cj_xsfb_db.png" path="/images/"/>
   </resources>
   <publish name="" path="../GameClient/Assets/ResIn/UI/ActivityThemeLuckyBox" packageCount="2" genCode="true"/>
 </packageDescription>

BIN
FGUIProject/assets/CommonGame/imgItemIcon/jinghua.png


+ 1 - 0
FGUIProject/assets/CommonGame/package.xml

@@ -377,6 +377,7 @@
     <image id="volstbs" name="zx_jindu_bg.png" path="/imagesNew/" exported="true"/>
     <image id="ozultoh" name="sc_yk_zz.png" path="/imagesNew/"/>
     <image id="ozultoi" name="sc_yk_jsdb.png" path="/imagesNew/"/>
+    <image id="m9eitoj" name="jinghua.png" path="/imgItemIcon/" exported="true"/>
   </resources>
   <publish name="" path="../GameClient/Assets/ResIn/UI/CommonGame" packageCount="2" genCode="true" extractAlpha="true"/>
 </packageDescription>

+ 3 - 1
FGUIProject/assets/Friend/FriendUI.xml

@@ -32,6 +32,8 @@
       <relation target="" sidePair="right-right,bottom-bottom"/>
       <Button title="一键领取"/>
     </component>
-    <text id="n22_duuf" name="txtPowerCount" xy="694,1860" pivot="0.5,0" size="339,44" fontSize="32" color="#f8e7e7" align="center" letterSpacing="-2" vars="true" autoSize="none" text="今日剩余领取体力:{value=0}/{maxValue=20}"/>
+    <text id="n22_duuf" name="txtPowerCount" xy="694,1860" pivot="0.5,0" size="339,44" fontSize="32" color="#f8e7e7" align="center" letterSpacing="-2" vars="true" autoSize="none" text="今日剩余领取体力:{value=0}/{maxValue=20}">
+      <relation target="" sidePair="right-right,bottom-bottom"/>
+    </text>
   </displayList>
 </component>

BIN
FGUIProject/assets/Studio/imgExpot/cyjd_jhsy_bg.png


+ 26 - 17
GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs

@@ -14,7 +14,7 @@ namespace GFGGame
             string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
             SetSpriteRendererToTransform(tf, resPath);
             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
-            spr.sortingOrder = -200;
+            spr.sortingOrder = -400;
             SetBoxCollider2DToGameObject(tf.gameObject);
         }
 
@@ -83,28 +83,37 @@ namespace GFGGame
             string resPath = ResPathUtil.GetDressUpAnimationPath(res);
             if (VEngine.Versions.Contains(resPath))
             {
-                gameObject.GetComponent<SpriteRenderer>().enabled = false;
+                SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
+                // if (spriteRenderer == null)
+                // {
+                //     spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
+                //     Collider2D collider2D = gameObject.GetComponent<Collider2D>();
+                //     spriteRenderer.size = collider2D.bounds.size;
+                //     // spriteRenderer.
+                //     spriteRenderer.enabled = false;
+                // }
+                if (spriteRenderer != null) spriteRenderer.enabled = false;
                 DressUpUtil.AddItem(itemId, sceneObj, false, true, gameObject, resLayer);
                 gameObject.transform.localPosition = Vector3.zero;
             }
             PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
         }
 
-        private void AddOnlyEffItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
-        {
-            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
-            parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
-
-            GameObject gameObject = new GameObject(itemCfg.id.ToString());
-            gameObject.transform.SetParent(parentGameObj.transform);
-            string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, resLayer);
-            string resPath = ResPathUtil.GetDressUpPath(res);
-            SetSpriteRendererToTransform(gameObject.transform, resPath);
-            SetBoxCollider2DToGameObject(gameObject);
-            gameObject.GetComponent<SpriteRenderer>().enabled = false;
-            DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
-            PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
-        }
+        // private void AddOnlyEffItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
+        // {
+        //     ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
+        //     parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
+
+        //     GameObject gameObject = new GameObject(itemCfg.id.ToString());
+        //     gameObject.transform.SetParent(parentGameObj.transform);
+        //     string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, resLayer);
+        //     string resPath = ResPathUtil.GetDressUpPath(res);
+        //     SetSpriteRendererToTransform(gameObject.transform, resPath);
+        //     SetBoxCollider2DToGameObject(gameObject);
+        //     gameObject.GetComponent<SpriteRenderer>().enabled = false;
+        //     DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
+        //     PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
+        // }
 
         //拍照角色
         private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)

+ 61 - 18
GameClient/Assets/Game/HotUpdate/Data/PhotographUtil.cs

@@ -23,7 +23,7 @@ namespace GFGGame
             for (int i = 0; i < boxColliders.Length; i++)
             {
                 Vector2 pos = boxColliders[i].transform.localPosition;
-                Vector2 size = boxColliders[i].size * boxColliders[i].transform.localScale;
+                Vector2 size = boxColliders[i].size * parentObj.transform.parent.localScale;
 
                 right = Math.Max(size.x / 2 + pos.x, right);
                 left = Math.Min(pos.x - size.x / 2, left);
@@ -116,10 +116,16 @@ namespace GFGGame
 
         public void SetLayer(GameObject hitGameObj, string state)
         {
+            if (hitGameObj == null) return;
             List<GameObject> itemGameObjs = PhotographDataManager.Instance.itemGameObjs;
             if (state != "refresh")
             {
                 int index = itemGameObjs.IndexOf(hitGameObj);
+                if (index < 0)
+                {
+                    index = itemGameObjs.IndexOf(hitGameObj.transform.parent.gameObject);
+                }
+
                 if (index == itemGameObjs.Count - 1 && state == "top") return;
                 if (state != "top")
                 {
@@ -164,7 +170,7 @@ namespace GFGGame
 
             for (int i = 0; i < itemGameObjs.Count; i++)
             {
-                ChangeLayer(itemGameObjs[i], i * 300, state);
+                ChangeLayer(itemGameObjs[i], i * 400, state);
             }
 
         }
@@ -205,6 +211,23 @@ namespace GFGGame
                     maxLayer = sortingOrder;
                 }
             }
+            Collider2D[] collider = parentObj.GetComponentsInChildren<Collider2D>();//选中道具可能含有静态图
+            for (int i = 0; i < collider.Length; i++)
+            {
+                ParticleSystem[] particles = collider[i].gameObject.GetComponentsInChildren<ParticleSystem>();
+                for (int j = 0; j < particles.Length; j++)//静态图可能是动画
+                {
+                    var renderer = particles[j].GetComponent<Renderer>();
+                    if (renderer != null)
+                    {
+                        renderer.sortingOrder = renderer.sortingOrder + changeLayer;
+                        if (maxLayer < renderer.sortingOrder)
+                        {
+                            maxLayer = renderer.sortingOrder;
+                        }
+                    }
+                }
+            }
 
 
             for (int i = 0; i < parentObj.transform.childCount; i++)//选中道具可能含有特效
@@ -223,6 +246,10 @@ namespace GFGGame
                 if (render != null && render.gameObject.activeSelf == true)
                 {
                     render.SortingOrder = render.SortingOrder + changeLayer;
+                    if (maxLayer < render.SortingOrder)
+                    {
+                        maxLayer = render.SortingOrder;
+                    }
                 }
             }
         }
@@ -237,15 +264,23 @@ namespace GFGGame
                 if (sp && layer < sp.sortingOrder)
                 {
                     layer = sp.sortingOrder;
-
-                    ParticleSystem[] particles = sp.gameObject.GetComponentsInChildren<ParticleSystem>();
-                    for (int j = 0; j < particles.Length; j++)
+                }
+                ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
+                for (int j = 0; j < particles.Length; j++)
+                {
+                    var renderer = particles[j].GetComponent<Renderer>();
+                    if (renderer != null && layer < renderer.sortingOrder)
                     {
-                        var renderer = particles[j].GetComponent<Renderer>();
-                        if (renderer != null && layer < renderer.sortingOrder)
-                        {
-                            layer = renderer.sortingOrder;
-                        }
+                        layer = renderer.sortingOrder;
+                    }
+                }
+                CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
+                for (int j = 0; j < cubismRenders.Length; j++)
+                {
+                    CubismRenderController render = cubismRenders[j];
+                    if (render != null && render.gameObject.activeSelf == true && layer < render.SortingOrder)
+                    {
+                        layer = render.SortingOrder;
                     }
                 }
             }
@@ -263,15 +298,23 @@ namespace GFGGame
                 if (sp && sp.sortingOrder < layer)
                 {
                     layer = sp.sortingOrder;
-
-                    ParticleSystem[] particles = sp.gameObject.GetComponentsInChildren<ParticleSystem>();
-                    for (int j = 0; j < particles.Length; j++)
+                }
+                ParticleSystem[] particles = gameObject.GetComponentsInChildren<ParticleSystem>();
+                for (int j = 0; j < particles.Length; j++)
+                {
+                    var renderer = particles[j].GetComponent<Renderer>();
+                    if (renderer != null && renderer.sortingOrder < layer)
                     {
-                        var renderer = particles[j].GetComponent<Renderer>();
-                        if (renderer != null && renderer.sortingOrder < layer)
-                        {
-                            layer = renderer.sortingOrder;
-                        }
+                        layer = renderer.sortingOrder;
+                    }
+                }
+                CubismRenderController[] cubismRenders = parentObj.GetComponentsInChildren<CubismRenderController>();
+                for (int j = 0; j < cubismRenders.Length; j++)
+                {
+                    CubismRenderController render = cubismRenders[j];
+                    if (render != null && render.gameObject.activeSelf == true && render.SortingOrder < layer)
+                    {
+                        layer = render.SortingOrder;
                     }
                 }
             }

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryLevelInfoView.cs

@@ -102,7 +102,7 @@ namespace GFGGame
                 }
                 else
                 {
-                    if (levelCfg.type == ConstInstanceZonesType.Studio)
+                    if (levelCfg.type == ConstInstanceZonesType.Studio && levelCfg.chapterId != StudioDataManager.Instance.luckyBoxFilingChapterId)
                     {
                         var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
                         ViewManager.Show<StudioBuyNumView>(studioCfg.limit);
@@ -141,7 +141,7 @@ namespace GFGGame
                 }
                 else
                 {
-                    if (levelCfg.type == ConstInstanceZonesType.Studio)
+                    if (levelCfg.type == ConstInstanceZonesType.Studio && levelCfg.chapterId != StudioDataManager.Instance.luckyBoxFilingChapterId)
                     {
                         var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
                         ViewManager.Show<StudioBuyNumView>(studioCfg.limit);

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GameClient/Assets/ResIn/UI/ActivityThemeLuckyBox/ActivityThemeLuckyBox_atlas0.png


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GameClient/Assets/ResIn/UI/ActivityThemeLuckyBox/ActivityThemeLuckyBox_fui.bytes


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GameClient/Assets/ResIn/UI/CommonGame/CommonGame_atlas0!a.png


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GameClient/Assets/ResIn/UI/CommonGame/CommonGame_atlas0.png


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GameClient/Assets/ResIn/UI/CommonGame/CommonGame_fui.bytes


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GameClient/Assets/ResIn/UI/Friend/Friend_fui.bytes


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GameClient/Assets/ResIn/UI/Studio/Studio_atlas0!a.png


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GameClient/Assets/ResIn/UI/Studio/Studio_atlas0_2.png


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+ 96 - 0
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