zhaoyang 2 жил өмнө
parent
commit
159ee08817

+ 2 - 2
FGUIProject/assets/Main/StoryFightSingleScoreUI.xml

@@ -4,8 +4,8 @@
     <loader id="n39_wono" name="loaBg" xy="540,960" pivot="0.5,0.5" anchor="true" size="1080,2400" fill="scaleMatchWidth">
       <relation target="" sidePair="width-width,height-height,center-center,middle-middle"/>
     </loader>
-    <loader id="n38_wono" name="loaRole" xy="0,0" size="1080,1920" align="center" vAlign="middle" fill="scaleMatchWidth">
-      <relation target="" sidePair="center-center,middle-middle"/>
+    <loader id="n38_wono" name="loaRole" xy="0,-240" size="1080,2400" align="center" vAlign="middle" fill="scaleMatchWidth">
+      <relation target="" sidePair="width-width,height-height,center-center,middle-middle"/>
     </loader>
     <component id="n34_tc53" name="btnBack" src="9xlo8" fileName="components/ButtonBack1.xml" pkg="eg2y0ldp" xy="34,60">
       <Button icon="ui://eg2y0ldpuyuxtj4"/>

+ 4 - 4
GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs

@@ -450,13 +450,13 @@ namespace GFGGame
         public static NTexture GetPrintscreenNTexture(Camera camera)
         {
             Rect rect = new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height);
-            RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, -1);//创建一个RenderTexture对象 
+            RenderTexture render = new RenderTexture((int)rect.width, (int)rect.height, 0);//创建一个RenderTexture对象 
 
-            // camera.gameObject.SetActive(true);//启用截图相机
+            camera.gameObject.SetActive(true);//启用截图相机
             camera.targetTexture = render;//设置截图相机的targetTexture为render
+            RenderTexture.active = render;//激活RenderTexture
             camera.Render();//手动开启截图相机的渲染
 
-            RenderTexture.active = render;//激活RenderTexture
             Texture2D tex = new Texture2D((int)rect.width, (int)rect.height, TextureFormat.ARGB32, false);//新建一个Texture2D对象
             tex.ReadPixels(rect, 0, 0);//读取像素
             tex.Apply();//保存像素信息
@@ -464,7 +464,7 @@ namespace GFGGame
             camera.targetTexture = null;//重置截图相机的targetTexture
             RenderTexture.active = null;//关闭RenderTexture的激活状态
             Object.Destroy(render);//删除RenderTexture对象
-            // camera.gameObject.SetActive(true);
+            // camera.gameObject.SetActive(false);
 
             return new NTexture(tex);
 

+ 2 - 1
GameClient/Assets/Game/HotUpdate/Views/DressUp/DressUpFightView.cs

@@ -57,7 +57,7 @@ namespace GFGGame
             _ui = UI_DressUpFightUI.Create();
             viewCom = _ui.target;
             isfullScreen = true;
-            _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneDressUp"));
+            _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath("SceneDressUpFight"));
             _ui.m_btnClose.width = GRoot.inst.width;
             _ui.m_btnClose.height = GRoot.inst.height;
             _ui.m_btnClose.AddRelation(GRoot.inst, RelationType.Size);
@@ -104,6 +104,7 @@ namespace GFGGame
 
             // EventAgent.AddEventListener(ConstMessage.ITEM_CHANGED, UpdatePartsListSort);
             _ui.m_partsList2.m_comboBoxRarity.visible = false;
+
         }
         protected override void AddEventListener()
         {

+ 1 - 1
GameClient/Assets/Game/Launcher/GameCamera.cs

@@ -26,6 +26,6 @@ public class GameCamera : MonoBehaviour
     // Update is called once per frame
     void Update()
     {
-        
+
     }
 }

+ 0 - 88
GameClient/Assets/ResIn/Prefab/SceneDressUp.prefab

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GameClient/Assets/ResIn/Prefab/SceneDressUpFight.prefab.meta

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